Start to create wallFace shader

This commit is contained in:
jgk
2021-03-21 17:34:17 +01:00
parent 279f928375
commit 1527ee3069
+29 -13
View File
@@ -31,19 +31,8 @@ import qualified Data.IntMap.Strict as IM
import qualified SDL as SDL
renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
[(Point2,Point2)] -> [Point4] ->
(Float,Float) -> Picture -> IO (Word32,Word32)
renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
(viewFromx,viewFromy) pic = do
wallPokeStart <- SDL.ticks
-- setting the depth function to less, instead of lequal,
-- seems to stop a lot of unecessary drawing
-- of wall shadows when creating the light map
depthFunc $= Just Less
-- set common uniforms
setCommonUniforms :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> IO ()
setCommonUniforms pdata rot zoom (tranx,trany) (winx,winy) = do
setShaderUniforms rot zoom (tranx,trany) (winx,winy)
( (extractProgAndUnis $ _lightSourceShader pdata)
: (extractProgAndUnis $ _wallShadowShader pdata)
@@ -52,6 +41,33 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
: (map extractProgAndUnis $ _listShaders pdata)
)
createLightMap :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
[(Point2,Point2)] -> [Point4] ->
(Float,Float) -> Picture -> IO ()
createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
(viewFromx,viewFromy) pic = do
return ()
renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
[(Point2,Point2)] -> [Point4] ->
(Float,Float) -> Picture -> IO (Word32,Word32)
renderPicture' pdata rot zoom trans wins wallPoints lightPoints
viewFroms pic = do
setCommonUniforms pdata rot zoom trans wins
renderPicture pdata rot zoom trans wins wallPoints lightPoints viewFroms pic
renderPicture :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
[(Point2,Point2)] -> [Point4] ->
(Float,Float) -> Picture -> IO (Word32,Word32)
renderPicture pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
(viewFromx,viewFromy) pic = do
wallPokeStart <- SDL.ticks
-- setting the depth function to less, instead of lequal,
-- seems to stop a lot of unecessary drawing
-- of wall shadows when creating the light map
depthFunc $= Just Less
-- draw lightmap
bindFramebuffer Framebuffer $= (_spareFBO pdata)