Commit before fully removing uniforms other than the matrix
This commit is contained in:
@@ -2,10 +2,9 @@
|
||||
in vec2 gTexPos;
|
||||
out vec4 fColor;
|
||||
|
||||
uniform sampler2D aTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
// fColor = vec4 (1,1,0,1);
|
||||
fColor = texture(aTexture, gTexPos);
|
||||
fColor = vec4 (0.5,0.2,0,1);
|
||||
// fColor = texture(aTexture, gTexPos);
|
||||
}
|
||||
|
||||
@@ -1,43 +1,15 @@
|
||||
#version 430 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
in vec4 vParams [];
|
||||
in vec2 vWinSize [];
|
||||
out vec2 gTexPos;
|
||||
|
||||
uniform vec2 winSize;
|
||||
uniform vec2 translation;
|
||||
uniform float zoom;
|
||||
uniform float rotation;
|
||||
|
||||
vec2 rotBy( float rot, vec2 v)
|
||||
{
|
||||
return vec2 ( v.x * cos(rot) - v.y * sin(rot)
|
||||
, v.x * sin(rot) + v.y * cos(rot)
|
||||
);
|
||||
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
|
||||
// float zoom = vParams[0].w;
|
||||
float rot = 0 - rotation;
|
||||
|
||||
float x = winSize.x / (500*zoom) ;
|
||||
float y = winSize.y / (500*zoom) ;
|
||||
gTexPos = cPos + rotBy(-rot , vec2(x,y));
|
||||
gl_Position = vec4 (1,1,0.9,1);
|
||||
EmitVertex();
|
||||
gTexPos = cPos + rotBy(-rot , vec2(x,-y));
|
||||
gl_Position = vec4 (1,-1,0.9,1);
|
||||
EmitVertex();
|
||||
gTexPos = cPos + rotBy(-rot , vec2(-x,y));
|
||||
gl_Position = vec4 (-1,1,0.9,1);
|
||||
EmitVertex();
|
||||
gTexPos = cPos + rotBy(-rot , vec2(-x,-y));
|
||||
gl_Position = vec4 (-1,-1,0.9,1);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
@@ -1,18 +1,8 @@
|
||||
#version 430 core
|
||||
layout (location = 0) in vec4 params;
|
||||
layout (location = 1) in vec2 texCoor;
|
||||
out vec4 vParams;
|
||||
out vec2 vWinSize;
|
||||
|
||||
uniform vec2 winSize;
|
||||
uniform float zoom;
|
||||
uniform vec2 translation;
|
||||
uniform float rotation;
|
||||
uniform mat4 worldMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(0,0,0,0);
|
||||
vParams = params;
|
||||
vWinSize = winSize;
|
||||
}
|
||||
|
||||
@@ -1,10 +1,7 @@
|
||||
#version 430 core
|
||||
in float lum;
|
||||
|
||||
in vec2 dField;
|
||||
|
||||
out vec4 fColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
|
||||
|
||||
@@ -4,31 +4,25 @@ layout (triangle_strip, max_vertices = 4) out;
|
||||
out float lum;
|
||||
out vec2 dField;
|
||||
|
||||
uniform vec2 winSize;
|
||||
uniform float zoom;
|
||||
uniform mat4 worldMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
lum = gl_in[0].gl_Position.w;
|
||||
vec4 cenPos = worldMat * vec4( gl_in[0].gl_Position.xy, 0 , 1);
|
||||
float gRad = gl_in[0].gl_Position.z * zoom * 2;
|
||||
vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0 , 1);
|
||||
float gRad = gl_in[0].gl_Position.z;
|
||||
|
||||
dField = vec2 ( 1, 1);
|
||||
gl_Position
|
||||
= vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
|
||||
gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, -0 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 (-1, 1);
|
||||
gl_Position
|
||||
= vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
|
||||
gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, -0 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 ( 1,-1);
|
||||
gl_Position
|
||||
= vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
|
||||
gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, -0 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 (-1,-1);
|
||||
gl_Position
|
||||
= vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
|
||||
gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, -0 , 1);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
@@ -11,94 +11,14 @@ import Dodge.Item.Data
|
||||
import Dodge.Creature.Stance.Data
|
||||
import Dodge.Creature.State.Data
|
||||
import Dodge.Creature.AlertLevel.Data
|
||||
import Dodge.Debug.Flag.Data
|
||||
import Dodge.Data.Menu
|
||||
import Dodge.SoundLogic
|
||||
import Dodge.Base
|
||||
import Dodge.Picture.Layer
|
||||
import Dodge.Config.Data
|
||||
import Dodge.Config.KeyConfig
|
||||
import Geometry
|
||||
import Picture
|
||||
|
||||
import Control.Lens
|
||||
import System.Random
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
import qualified Data.Map as M
|
||||
import qualified Data.Set as S
|
||||
import Data.Graph.Inductive.Graph hiding ((&))
|
||||
import Data.List
|
||||
defaultWorld :: World
|
||||
defaultWorld = World
|
||||
{ _keys = S.empty
|
||||
, _mouseButtons = S.empty
|
||||
, _cameraCenter = (0,0)
|
||||
, _cameraRot = 0
|
||||
, _cameraZoom = 1
|
||||
, _cameraViewFrom = (0,0)
|
||||
, _creatures = IM.empty
|
||||
, _creaturesZone = IM.empty
|
||||
, _creatureGroups = IM.empty
|
||||
, _clouds = IM.empty
|
||||
, _cloudsZone = IM.empty
|
||||
, _itemPositions = IM.empty
|
||||
, _projectiles = IM.empty
|
||||
, _particles = []
|
||||
, _staticWalls = []
|
||||
, _walls = IM.empty
|
||||
, _wallsZone = IM.empty
|
||||
, _forceFields = IM.empty
|
||||
, _floorItems = IM.empty
|
||||
, _randGen = mkStdGen 2
|
||||
, _mousePos = (0,0)
|
||||
, _testString = []
|
||||
, _yourID = 0
|
||||
, _worldEvents = id
|
||||
, _pressPlates = IM.empty
|
||||
, _buttons = IM.empty
|
||||
, _soundQueue = []
|
||||
, _sounds = M.empty
|
||||
, _corpses = IM.empty
|
||||
, _decorations = IM.empty
|
||||
, _storedLevel = Nothing
|
||||
, _menuLayers = [LevelMenu 1]
|
||||
, _worldState = M.empty
|
||||
, _worldTriggers = S.empty
|
||||
, _clickMousePos = (0,0)
|
||||
, _pathGraph = Data.Graph.Inductive.Graph.empty
|
||||
, _pathGraph' = []
|
||||
, _pathPoints = IM.empty
|
||||
, _pathInc = M.empty
|
||||
, _carteDisplay = False
|
||||
, _carteCenter = (0,0)
|
||||
, _carteZoom = 0.5
|
||||
, _carteRot = 0
|
||||
, _lightSources = IM.empty
|
||||
, _tempLightSources = [youLight]
|
||||
, _closeActiveObjects = []
|
||||
, _seenLocations = IM.fromList
|
||||
[(0, (_crPos . you, "CURRENT POSITION"))
|
||||
,(1, (const (0,0) , "START POSITION"))
|
||||
]
|
||||
, _selLocation = 0
|
||||
, _keyConfig = defaultKeyConfigSDL
|
||||
, _config = defaultConfig
|
||||
, _sideEffects = []
|
||||
, _doneSideEffects = []
|
||||
, _debugFlags = defaultDebugFlags
|
||||
, _inventoryMode = TopInventory
|
||||
, _lClickHammer = HammerUp
|
||||
, _foregroundDecorations =
|
||||
[ setDepth (-0.1) $ color orange $ pictures
|
||||
[ polygon $ rectNSEW 50 40 140 (-20)
|
||||
, translate 60 45 $ scale 0.5 1 $ thickArc 0 pi 75 10
|
||||
]
|
||||
, setDepth (-0.2) $ rotate 0.75 $ pictures
|
||||
$ map f [5,25,45,65]
|
||||
]
|
||||
}
|
||||
where
|
||||
f x = polygon $ rectNSEW (x - 20) (x-22) 500 0
|
||||
|
||||
defaultCreature :: Creature
|
||||
defaultCreature = Creature
|
||||
@@ -255,18 +175,6 @@ defaultPP = PressPlate
|
||||
, _ppID = -1
|
||||
, _ppText = "Pressure plate"
|
||||
}
|
||||
defaultDebugFlags :: DebugFlags
|
||||
defaultDebugFlags = DebugFlags
|
||||
{ _noClip = False
|
||||
, _displaySecondsPerFrame = True
|
||||
}
|
||||
youLight :: TempLightSource
|
||||
youLight =
|
||||
TLS { _tlsPos = (0,0)
|
||||
,_tlsRad = 300
|
||||
,_tlsIntensity = 0.1
|
||||
,_tlsUpdate = \w _ -> (w, Just (youLight {_tlsPos = _crPos (you w)}))
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
module Dodge.Initialisation where
|
||||
import Dodge.Default
|
||||
import Dodge.Default.World
|
||||
import Dodge.Data
|
||||
import Dodge.Data.Menu
|
||||
import Dodge.Creature
|
||||
|
||||
@@ -61,6 +61,11 @@ doDrawing pdata w = do
|
||||
:: IO (GLmatrix GLfloat)
|
||||
-- draw the lightmap. Probably changes the bound framebufferObject
|
||||
createLightMap pdata (w ^. config . shadow_resolution) wallPoints lightPoints viewFroms pmat
|
||||
(foregroundPics w)
|
||||
|
||||
-- -- set the coordinate uniforms ready for drawing elements using world coordinates
|
||||
-- setCommonUniforms pdata rot camzoom trans wins
|
||||
|
||||
-- draw the background. Assumes that depth testing is not enabled or that
|
||||
-- the depth buffer is ready to be drawn on
|
||||
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
|
||||
|
||||
+11
-2
@@ -64,9 +64,10 @@ createLightMap
|
||||
-> [(Point2,Point2)] -- Wall pairs
|
||||
-> [Point4] -- Lights
|
||||
-> (Float,Float) -- View from position
|
||||
-> GLmatrix GLfloat
|
||||
-> GLmatrix GLfloat -- perspective matrix
|
||||
-> Picture -- foreground pictures
|
||||
-> IO ()
|
||||
createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat = do
|
||||
createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _ = do
|
||||
|
||||
-- get viewport size so we can reset it later
|
||||
(vppos,vpsize) <- get viewport
|
||||
@@ -99,6 +100,14 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat =
|
||||
$= (0 :: Float)
|
||||
cullFace $= Just Back
|
||||
drawShader (_lightingOccludeShader pdata) nWalls
|
||||
|
||||
cullFace $= Nothing
|
||||
---- draw foreground elements to set z buffer
|
||||
-- forM_ (_pictureShaders pdata) $ \shad -> do
|
||||
-- currentProgram $= Just (_shaderProgram shad)
|
||||
-- uniform (_shaderUniforms shad !! 4) $= pmat
|
||||
-- _ <- renderFoldable pdata $ picToLTree (Just 0) fpics
|
||||
|
||||
-- for each of the lights:
|
||||
-- stencil out the walls from this light's point of view
|
||||
-- draw fading lightmap circles on the floor
|
||||
|
||||
Reference in New Issue
Block a user