Towards working shadows
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+4
-5
@@ -56,16 +56,15 @@ doDrawing pdata w = do
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-- bind as much data into vbos as feasible at this point
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-- poke wall points and colors
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nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
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(numShapeVs,nIndices,nSilIndices) <- pokeShape
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(nShapeVs,nIndices,nSilIndices) <- pokeShape
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(_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
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-- (shadVBOptr $ _lightingLineShadowShader pdata)
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(_eboPtr $ _shapeEBO pdata)
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(_eboPtr $ _silhouetteEBO pdata)
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$ worldShape w
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-- bind wall points, silhouette data, surface geometry
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uncurry bindShaderBuffers $ unzip
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[ ( _wallTextureShader pdata, nWalls)
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, (_shapeShader pdata, numShapeVs)
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, (_shapeShader pdata, nShapeVs)
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]
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bindBuffer ElementArrayBuffer $= Just (_ebo $ _shapeEBO pdata)
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bufferSubData
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@@ -116,7 +115,7 @@ doDrawing pdata w = do
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drawShader (_textureArrayShader pdata) nTextArrayVs
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--draw lightmap for base buffer
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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createLightMap pdata lightPoints nWalls nSilIndices numShapeVs (snd $ snd $ _fboBase pdata)
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createLightMap pdata lightPoints nWalls nSilIndices nIndices (snd $ snd $ _fboBase pdata)
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--createLightMap pdata lightPoints nWalls 0 0 (snd $ snd $ _fboBase pdata)
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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@@ -171,7 +170,7 @@ doDrawing pdata w = do
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depthMask $= Disabled
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blend $= Enabled
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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createLightMap pdata lightPoints nWalls nSilIndices numShapeVs (snd $ snd $ _fboCloud pdata)
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createLightMap pdata lightPoints nWalls nSilIndices nIndices (snd $ snd $ _fboCloud pdata)
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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--apply lightmap to cloud buffer
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+6
-5
@@ -22,7 +22,6 @@ import qualified Data.Vector.Mutable as MV
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import qualified Data.Vector.Fusion.Stream.Monadic as VS
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import Control.Monad.Primitive
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import Control.Monad
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import Data.Bifoldable
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--import qualified Data.DList as DL
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pokeVerxs
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@@ -91,11 +90,13 @@ pokeTopPrismIndex nv iptr ni ioff = do
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topPrismEdgeIndices :: Int -> [Int]
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topPrismEdgeIndices n = concatMap f [0..n-1]
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where
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f i =
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[ i, (i+2) `mod` n, i+1, (i+4) `mod` n
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, i, i+1, (i+4) `mod` n, (i+3) `mod` n
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, i+1, (i+5) `mod` n, i, (i+3) `mod` n
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f i = map g
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[ 0 , 2 , 1 , 4
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, 0 , 1 ,-2 , 3
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, 1 , 3 ,-1 , 2
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]
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where
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g j = (2 * i + j) `mod` n
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topPrismIndices :: Int -> [Int]
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topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
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