Draw walls using vertex pulling
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@@ -0,0 +1,19 @@
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#version 450 core
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 fNorm;
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in vec3 vTexCoords;
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in vec4 vPos;
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in float vAng;
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layout (binding=40) uniform sampler2DArray diffuseSampler;
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layout (binding=41) uniform sampler2DArray normalSampler;
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vec2 rotateV2 (float a, vec2 v)
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{ return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a)); }
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void main()
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{
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fCol = texture(diffuseSampler,vTexCoords);
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fPos = vPos;
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vec4 basenorm = texture(normalSampler,vTexCoords) - 0.5;
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vec2 n1 = rotateV2(vAng,vec2(basenorm.x,basenorm.z));
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fNorm = vec4(-vec3(n1,basenorm.y),0);
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}
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@@ -0,0 +1,22 @@
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#version 450 core
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struct PosTex { vec4 pospos; vec4 texang; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 2) readonly buffer Pos { PosTex data[]; };
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out float vAng;
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out vec4 vPos;
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out vec3 vTexCoords;
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int indices[6] = {0,1,3,0,3,2};
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void main()
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{
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vec4 texang = data[gl_VertexID / 6].texang;
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vec4 pp = data[gl_VertexID / 6].pospos;
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int j = indices[gl_VertexID % 6];
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float z = (j > 1.5 ? 100 : 0);
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vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
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vPos = vec4( xy, z, 1);
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gl_Position = theMat * vPos;
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vAng = texang.y;
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float d = distance(pp.xy,pp.zw) / 50;
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int jj = j / 2;
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vTexCoords = vec3(d * (j % 2), 2 * jj , texang.x);
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}
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@@ -12,5 +12,6 @@ void main()
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int j = indices[gl_VertexID % 6];
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float z = (j > 1.5 ? 5000 : 0);
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vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
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gl_Position = theMat * vec4( xy, z, 1);
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vPos = vec4( xy, z, 1);
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gl_Position = theMat * vPos;
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}
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@@ -20,7 +20,6 @@ void main()
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vec2 d = vec2(p1.xy - p2.xy);
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float dist = distance(p1xy,p2xy);
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float tcoordx = dist / 50;
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vec4 norm = vec4( d.y, -d.x, 0, 0);
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gPos = p1;
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gl_Position = vec4(theMat * p1);
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gTexCoords = vec3 (0,0,tcoordz);
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@@ -19,6 +19,7 @@ data RenderData = RenderData
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, _alphaDivideShader :: Shader
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-- , _windowShader :: Shader
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, _windowPullShader :: Shader
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, _pullWallShader :: Shader
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, _fullscreenShader :: Shader
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, _transparencyCompShader :: Shader
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, _bloomBlurShader :: Shader
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@@ -42,6 +43,7 @@ data RenderData = RenderData
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, _rboBaseBloom :: GLuint -- RenderbufferObject id
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, _matUBO :: GLuint -- BufferObject id
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, _winSSBO :: GLuint
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, _wallSSBO :: GLuint
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-- , _lightsUBO :: GLuint -- BufferObject id
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, _vboWindows :: VBO
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, _vboShapes :: VBO
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+13
-4
@@ -113,6 +113,9 @@ doDrawing' win pdata u = do
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glNamedBufferSubData (pdata ^. winSSBO) 0
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(fromIntegral $ nWins * sizeOf (0::Float) * 8)
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(pdata ^. vboWindows . vboPtr)
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glNamedBufferSubData (pdata ^. wallSSBO) 0
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(fromIntegral $ trueNWalls * sizeOf (0::Float) * 8)
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(pdata ^. wallVBO . vboPtr)
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setViewport _gr_world_res cfig
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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glDepthMask GL_TRUE
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@@ -162,12 +165,18 @@ doDrawing' win pdata u = do
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--draw walls onto base buffer
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glUseProgram (pdata ^. wallShader . shaderUINT)
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glBindVertexArray $ pdata ^. wallShader . shaderVAO . vaoName
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-- glUseProgram (pdata ^. wallShader . shaderUINT)
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-- glBindVertexArray $ pdata ^. wallShader . shaderVAO . vaoName
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-- glDrawArrays
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-- (_unPrimitiveMode $ pdata ^. wallShader . shaderPrimitive)
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-- 0
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-- (fromIntegral trueNWalls)
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glUseProgram (pdata ^. pullWallShader . shaderUINT)
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. wallShader . shaderPrimitive)
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GL_TRIANGLES
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0
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(fromIntegral trueNWalls)
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(fromIntegral trueNWalls * 6)
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--draw object shapes onto base buffer
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let fs = _shapeShader pdata
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glUseProgram (_shaderUINT fs)
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@@ -32,7 +32,7 @@ import Data.Foldable
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import Data.Monoid
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testStringInit :: Universe -> [String]
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testStringInit _ = []
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testStringInit u = [show $ length $ u ^. uvWorld . cWorld . lWorld . walls]
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-- [show $ foldMap (foldMap (Sum . length . (^. seObstacles)))
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-- $ u ^. uvWorld . cWorld . incGraph]
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-- foldMap prettyShort $ u ^? uvWorld . cWorld . lWorld . machines . ix 0 . mcType . _McProxSensor
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@@ -41,14 +41,20 @@ preloadRender = do
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winssbo <- mglCreate glCreateBuffers
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let winssbosize = sizeOf (0::Float) * 8 * 1024
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glNamedBufferStorage winssbo (fromIntegral winssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 1 winssbo
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wallssbo <- mglCreate glCreateBuffers
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let wallssbosize = sizeOf (0::Float) * 8 * 2048
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glNamedBufferStorage wallssbo (fromIntegral wallssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 2 wallssbo
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dummyvao <- mglCreate glGenVertexArrays
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winpull <- makeShaderUsingVAO "pull/window" [vert,frag] pmTriangles (VAO dummyvao)
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wallpull <- makeShaderUsingVAO "pull/wall" [vert,frag] pmTriangles (VAO dummyvao)
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-- setup shape geometry/cap VBO and two VAOs
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putStrLn "Setup shape VBO, VAO, EBO"
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shVBO <- setupVBO shapeVerxSize
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@@ -182,6 +188,7 @@ preloadRender = do
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, _ceilingStencilShader = ceilingstencilshader
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-- , _windowShader = windowshader
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, _windowPullShader = winpull
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, _pullWallShader = wallpull
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, _fullscreenShader = fsShad
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, _transparencyCompShader = transcompshader
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, _alphaDivideShader = alphadivideshader
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@@ -203,6 +210,7 @@ preloadRender = do
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, _rboBaseBloom = rboBaseBloomName
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, _matUBO = theUBO
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, _winSSBO = winssbo
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, _wallSSBO = wallssbo
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-- , _lightsUBO = lightsubo
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, _vboWindows = winvbo
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, _vboShapes = shVBO
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