Implement something like deferred lighting

This commit is contained in:
2021-09-01 00:37:07 +01:00
parent 2d139adc8f
commit 1c587d4b9a
13 changed files with 90 additions and 71 deletions
+10 -6
View File
@@ -69,13 +69,13 @@ preloadRender = do
>>= addUniforms ["lightPos"]
-- 2D draw shaders
bslist <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
aslist <- makeShader "twoD/arc" [vert,frag] [3,4,3] ETriangles
eslist <- makeShader "twoD/ellipse" [vert,geom,frag] [3,4] ETriangles
bezierQuadShader <- makeShader "twoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
cslist <- makeShader "twoD/character" [vert,frag] [3,4,2] ETriangles
aslist <- makeShader "dualTwoD/arc" [vert,frag] [3,4,3] ETriangles
eslist <- makeShader "dualTwoD/ellipse" [vert,geom,frag] [3,4] ETriangles
bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
cslist <- makeShader "dualTwoD/character" [vert,frag] [3,4,2] ETriangles
>>= vaddTextureNoFilter "data/texture/charMap.png"
-- this should really be a 2d texture array
basicTweakZShad <- makeShader "twoD/basicTweakZ" [vert,frag] [4,4] ETriangles
basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert,frag] [4,4] ETriangles
-- fullscreen shaders
fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
@@ -83,9 +83,12 @@ preloadRender = do
fsShad <- makeShaderSized "texture/simple" [vert,frag] [2,2] 4 ETriangleStrip
-- note we directly poke the shader vertex data here
pokeArray (shadVBOptr fsShad) $ concat cornerList
bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert,frag] ETriangleStrip fsShad
colorBlurShad <- makeShaderUsingShaderVAO "texture/colorBlur" [vert,frag] ETriangleStrip fsShad
grayscaleShad <- makeShaderUsingShaderVAO "texture/grayscale" [vert,frag] ETriangleStrip fsShad
fullLightingShad <- makeShaderUsingShaderVAO "lighting/texture" [vert,frag] ETriangleStrip fsShad
>>= addUniforms ["lightPos","lumRad"]
barrelShad <- makeShader "texture/barrel" [vert,geom,frag] [2,2,2,1] EPoints
-- blank wallShader
wlBlank <- makeShader "wall/blank" [vert,geom,frag] [4,4] EPoints
@@ -93,7 +96,7 @@ preloadRender = do
wlTexture <- makeShader "wall/texture" [vert,geom,frag] [4,4] EPoints
>>= addTexture "data/texture/grayscaleDirt.png"
---- texture array shader
textArrayShad <- makeShader "texture/array" [vert,frag] [3,3] ETriangles
textArrayShad <- makeShader "texture/arrayPos" [vert,frag] [3,3] ETriangles
>>= addTextureArray "data/texture/ayene_wooden_floor_transformed.png"
-- >>= addTextureArray "data/texture/ayene_wooden_floor.png"
-- bind fixed vertex data
@@ -147,6 +150,7 @@ preloadRender = do
, _wallTextureShader = wlTexture { _shaderVAO = wpColVAO }
, _textureArrayShader = textArrayShad
, _fullscreenShader = fsShad
, _fullLightingShader = fullLightingShad
, _fullscreenAlphaHalveShader = fullscreenAlphaHalveShad
, _bloomBlurShader = bloomBlurShad
, _colorBlurShader = colorBlurShad