Add scissor test when creating lightmap
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+13
-7
@@ -5,6 +5,8 @@ module Render (
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bindFBO,
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) where
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import Dodge.Base.Coordinate
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import Dodge.Data.Camera
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import Control.Lens
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import Control.Monad.Primitive
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import Data.Preload.Render
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@@ -24,6 +26,7 @@ import Shader.Data
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away" from the shape colors.
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-}
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createLightMap ::
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Camera ->
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Config ->
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-- | number of walls
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GLsizei ->
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@@ -38,10 +41,10 @@ createLightMap ::
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[(Point3, Float, Point3)] -> -- Lights
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RenderData ->
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IO ()
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createLightMap cfig = case shadrendertype of
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createLightMap cam cfig = case shadrendertype of
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NoShadows -> const . const . const renderLightingNoShadows
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NoLighting -> const . const . const . const . const . const renderFlatLighting
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_ -> renderShadows shadrendertype
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_ -> renderShadows cam cfig shadrendertype
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where
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shadrendertype = cfig ^. gr_shadow_rendering
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@@ -114,6 +117,8 @@ renderFlatLighting pdata = do
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glStencilOp GL_KEEP GL_KEEP GL_KEEP
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renderShadows ::
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Camera ->
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Config ->
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ShadowRendering ->
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GLsizei ->
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Int ->
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@@ -123,7 +128,7 @@ renderShadows ::
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[(Point3, Float, Point3)] ->
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RenderData ->
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IO ()
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renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture lightPoints pdata = do
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renderShadows cam cfig shadrendertype nWalls nSils nCaps positiontexture normaltexture lightPoints pdata = do
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glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboLighting . _1 . unFBO
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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@@ -150,12 +155,14 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position and normal
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-- TODO stencil out square around light!
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-- glEnable GL_SCISSOR_TEST
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glEnable GL_SCISSOR_TEST
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glDisable GL_CULL_FACE
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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withArray [x,y,z,1,r,g,b,rad] $ glNamedBufferSubData (pdata ^. lightUBO) 0 32
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-- note that the stencil shadows rely on the depth buffer
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-- glScissor 0 0 200 200
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let d = rad * cam ^. camZoom
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V2 x' y' = worldPosToResOffset cfig cam (V2 x y)
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glScissor (round (x'-d)) (round (y'-d)) (round $ 2 *d) (round $ 2* d)
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glDepthFunc GL_LESS
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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-- setup stencil
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@@ -187,8 +194,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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glUseProgram ltextShad
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glDrawArrays GL_TRIANGLES 0 6
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--cleanup: may not be necessary, depending on what comes after...
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-- glDisable GL_STENCIL_TEST
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-- glDisable GL_SCISSOR_TEST
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glDisable GL_SCISSOR_TEST
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glStencilFunc GL_NOTEQUAL 128 255
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glStencilOp GL_KEEP GL_KEEP GL_KEEP
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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