Play around with alpha blending
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@@ -4,8 +4,6 @@ layout(triangle_strip, max_vertices = 4) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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layout(location=0) uniform vec3 lightPos;
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layout(location=1) uniform float radiusUniform;
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// vec4 shift (vec4 p) { return (vec4 (p.xyz +
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// (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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float closestPointOnLineParam3 (vec3 a, vec3 b, vec3 p) {
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return dot(p - a,b-a) / dot(b-a,b-a);
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}
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@@ -17,13 +15,10 @@ vec3 closestPointOnSeg3 (vec3 a,vec3 b, vec3 p) {
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{ return a + (x * (b- a));}
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}
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}
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//vec3 closepoint =
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vec4 shift(vec4 p) { return (vec4(p.xyz + (100000 * (p.xyz - lightPos)), 1)); }
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vec4 shift(vec4 p) { return (vec4(p.xyz + (10000 * (p.xyz - lightPos)), 1)); }
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vec4 shiftBy(float x, vec4 p) {
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return (vec4(lightPos + (x * normalize(p.xyz - lightPos)), 1));
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}
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// vec4 shift (vec4 p) { return (vec4 (lightPos +
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// (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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// copied from lighting/cap.geom, should not be changed on its own
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vec4 projNear(vec4 pos) {
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// note we project to a specific height
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@@ -34,7 +29,6 @@ vec4 projNear(vec4 pos) {
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return vec4(xy, 100, 1);
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}
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vec4 shiftNear(vec4 pos)
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//{ vec4 sp = shiftBy(radiusUniform,pos);
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{
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vec4 sp = shift(pos);
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if (sp.z > 100) {
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@@ -43,19 +37,16 @@ vec4 shiftNear(vec4 pos)
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return sp;
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}
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}
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vec4 f(vec4 p) { return (theMat * p); }
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void main() {
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vec4 p0 = gl_in[0].gl_Position;
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vec4 p1 = gl_in[1].gl_Position;
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vec3 closepoint = closestPointOnSeg3(p0.xyz,p1.xyz,lightPos);
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vec4 p0 = gl_in[0].gl_Position;
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vec4 p1 = gl_in[1].gl_Position;
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vec3 closepoint = closestPointOnSeg3(p0.xyz,p1.xyz,lightPos);
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float ru2 = radiusUniform * radiusUniform;
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vec4 mid = 0.5 * (p0 + p1);
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vec3 n0a = gl_in[2].gl_Position.xyz;
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vec3 n1a = gl_in[3].gl_Position.xyz;
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vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz);
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vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz);
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// vec3 n2 = n0 + n1; // assumes the summands are normalized
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vec3 lightDir = p0.xyz - lightPos.xyz;
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vec3 lightDir2 = p1.xyz - lightPos.xyz;
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// first test if the edge is part of the silhouette
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@@ -66,24 +57,22 @@ vec3 closepoint = closestPointOnSeg3(p0.xyz,p1.xyz,lightPos);
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// using <= rather than < seems to get rid of overlapping shadow
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// artefacts
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{
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//vec4 p2 = shiftNear(p0);
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//vec4 p3 = shiftNear(p1);
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vec4 p2 = shiftNear(p0);
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vec4 p3 = shiftNear(p1);
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gl_Position = f(p0);
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gl_Position = theMat * p0;
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EmitVertex();
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if (dot(n0, lightDir) > 0) {
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gl_Position = f(p2);
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gl_Position = theMat * p2;
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EmitVertex();
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gl_Position = f(p1);
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gl_Position = theMat * p1;
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EmitVertex();
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} else {
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gl_Position = f(p1);
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gl_Position = theMat * p1;
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EmitVertex();
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gl_Position = f(p2);
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gl_Position = theMat * p2;
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EmitVertex();
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}
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gl_Position = f(p3);
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gl_Position = theMat * p3;
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EmitVertex();
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EndPrimitive();
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} else {
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+6
-2
@@ -231,7 +231,9 @@ doDrawing' win pdata u = do
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv (pdata ^. fboBloom . _1 . unFBO) GL_COLOR 0
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glDepthFunc GL_LESS
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
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glBlendFunc GL_ONE GL_ONE
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glDepthMask GL_FALSE
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renderLayer BloomNoZWrite shadV pokeCounts
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glDepthMask GL_TRUE
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@@ -271,6 +273,7 @@ doDrawing' win pdata u = do
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glDepthFunc GL_LEQUAL
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glDepthMask GL_FALSE
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glBlendFuncSeparatei 0 GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE_MINUS_DST_ALPHA GL_ONE
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--glBlendFunci 0 GL_ONE GL_ONE_MINUS_SRC_ALPHA
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--withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
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@@ -408,7 +411,8 @@ doDrawing' win pdata u = do
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glDepthFunc GL_ALWAYS
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glDepthMask GL_FALSE
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glEnable GL_BLEND
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA -- assume premultiplied alpha
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renderLayer DebugLayer shadV pokeCounts
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig)) $
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@@ -2,6 +2,7 @@
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module Dodge.Render.HUD (drawHUD) where
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import Linear
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import Dodge.Clock
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import qualified Data.Vector as V
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import Dodge.Terminal
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@@ -118,7 +119,7 @@ drawMouseOver cfig w =
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<|> w ^? input . mouseContext . mcoInvFilt
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sss <- w ^? hud . diSections
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return . translateScreenPos cfig (invDP ^. ldpPos)
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. color (withAlpha 0.1 white)
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. color (0.3*^white)
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-- . color white
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$ selSecDrawCursorAt invDP curs sss (j, i)
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-- curs = BoundaryCursor [West]
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@@ -130,7 +131,7 @@ drawMouseOver cfig w =
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sss <- w ^? hud . subInventory . ciSections
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let idp = secondColumnLDP
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return . translateScreenPos cfig (idp ^. ldpPos)
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. color (withAlpha 0.2 white)
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. color (0.3*white)
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$ selSecDrawCursorAt idp curs sss (j, i)
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drawDragSelected :: Config -> World -> Maybe Picture
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@@ -146,7 +147,7 @@ drawDragSelected cfig w = do
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sss <- w ^? hud . diSections
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let f x = (selSecDrawCursorAt invDP BackdropCursor sss (i, x) <>)
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return . translateScreenPos cfig (invDP ^. ldpPos)
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. color (withAlpha 0.2 white)
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. color (0.2*^white)
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. IS.foldr f mempty
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$ ys
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@@ -156,7 +157,7 @@ drawDragSelecting cfig w = do
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sss <- w ^? hud . diSections
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let f x = selSecDrawCursorAt invDP BackdropCursor sss (i, x)
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return . translateScreenPos cfig (invDP ^. ldpPos)
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. color (withAlpha 0.2 white)
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. color (0.2*^white)
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. foldMap f
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$ [min j b .. max j b]
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@@ -2644,7 +2644,7 @@ beltMag src/Dodge/Item/Ammo.hs 39;" f
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bfsThenReturn src/Dodge/Creature/ReaderUpdate.hs 225;" f
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bgateCalc src/Dodge/Inventory/SelectionList.hs 118;" f
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bgunSound src/Dodge/HeldUse.hs 514;" f
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bindFBO src/Render.hs 247;" f
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bindFBO src/Render.hs 251;" f
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bingate src/Dodge/Item/Scope.hs 109;" f
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black src/Color.hs 27;" f
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blank src/Picture/Base.hs 59;" f
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@@ -2700,7 +2700,7 @@ brightX src/Color.hs 116;" f
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btSPic src/Dodge/Render/ShapePicture.hs 129;" f
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btText src/Dodge/Inventory/SelectionList.hs 237;" f
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bufferEBO src/Shader/Bind.hs 28;" f
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bufferPerspectiveMatrixUBO src/Dodge/Render.hs 420;" f
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bufferPerspectiveMatrixUBO src/Dodge/Render.hs 422;" f
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bufferPokedVBO src/Shader/Bind.hs 19;" f
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bufferShaderLayers src/Shader/Bind.hs 36;" f
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bulletBeltBracer src/Dodge/Item/Equipment.hs 67;" f
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@@ -2793,7 +2793,7 @@ clang2S src/Dodge/SoundLogic/ExternallyGeneratedSounds.hs 676;" f
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clangS src/Dodge/SoundLogic/ExternallyGeneratedSounds.hs 542;" f
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cldtPropagateFold src/Dodge/DoubleTree.hs 358;" f
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cleanUpPreload src/Preload.hs 10;" f
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cleanUpRenderPreload src/Preload/Render.hs 236;" f
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cleanUpRenderPreload src/Preload/Render.hs 237;" f
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cleanUpSoundPreload src/Preload.hs 15;" f
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cleanupHalted src/Sound.hs 117;" f
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cleatLabel src/Dodge/Cleat.hs 30;" f
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@@ -3558,7 +3558,7 @@ getCrMoveSpeed src/Dodge/Creature/Statistics.hs 50;" f
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getCrsFromRooms src/Dodge/Room/Tutorial.hs 357;" f
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getCrsFromRooms' src/Dodge/Room/Tutorial.hs 344;" f
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getDebugMouseOver src/Dodge/Update.hs 377;" f
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getDistortions src/Dodge/Render.hs 426;" f
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getDistortions src/Dodge/Render.hs 428;" f
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getEdgesCrossing src/Dodge/Path.hs 42;" f
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getGrenadeHitEffect src/Dodge/HeldUse.hs 1264;" f
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getInventoryPath src/Dodge/Inventory/Path.hs 9;" f
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@@ -4335,7 +4335,7 @@ pincerP src/Dodge/Creature/Boid.hs 63;" f
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pincerP' src/Dodge/Creature/Boid.hs 96;" f
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pincerP'' src/Dodge/Creature/Boid.hs 106;" f
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pincerP''' src/Dodge/Creature/Boid.hs 77;" f
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pingPongBetween src/Render.hs 223;" f
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pingPongBetween src/Render.hs 227;" f
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pipe src/Dodge/Item/Craftable.hs 32;" f
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pistol src/Dodge/Item/Held/Stick.hs 40;" f
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pistolerRoom src/Dodge/Room/Room.hs 330;" f
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@@ -4613,13 +4613,13 @@ removeLights src/Dodge/Room/Tutorial.hs 257;" f
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removeShieldWall src/Dodge/Item/BackgroundEffect.hs 57;" f
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removeWallsInPolygon src/Dodge/LevelGen/StaticWalls.hs 182;" f
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renderDataResizeUpdate src/Preload/Update.hs 26;" f
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renderFlatLighting src/Render.hs 104;" f
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renderFlatLighting src/Render.hs 107;" f
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renderInfoListAt src/Dodge/Render/InfoBox.hs 17;" f
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renderInfoListsAt src/Dodge/Render/InfoBox.hs 44;" f
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renderLayer src/Render.hs 236;" f
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renderLayer src/Render.hs 240;" f
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renderLightingNoShadows src/Render.hs 48;" f
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renderListAt src/Dodge/Render/List.hs 192;" f
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renderShadows src/Render.hs 117;" f
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renderShadows src/Render.hs 122;" f
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replaceNullWith src/Dodge/Creature/ReaderUpdate.hs 167;" f
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replacePutID src/Dodge/Placement/Instance/Wall.hs 105;" f
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resetCrVocCoolDown src/Dodge/Creature/Vocalization.hs 47;" f
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@@ -4827,7 +4827,7 @@ setTiles src/Dodge/Layout.hs 67;" f
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setTreeInts src/Dodge/Room/Tutorial.hs 98;" f
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setViewDistance src/Dodge/Update/Camera.hs 239;" f
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setViewPos src/Dodge/Creature/ReaderUpdate.hs 69;" f
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setViewport src/Dodge/Render.hs 431;" f
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setViewport src/Dodge/Render.hs 433;" f
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setVol src/Dodge/Config.hs 47;" f
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setWristShieldPos src/Dodge/Equipment.hs 49;" f
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setWristShieldPos src/Dodge/Euse.hs 38;" f
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