Partially implement a framebuffer object for bluring shadows
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@@ -1,6 +1,6 @@
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#version 430 core
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layout (location = 0) in vec4 params;
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layout (location = 1) in vec2 winSizea;
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layout (location = 1) in vec2 texCoor;
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out vec4 vParams;
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out vec2 vWinSize;
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@@ -0,0 +1,11 @@
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#version 430 core
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in vec2 vTexPos;
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out vec4 fColor;
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uniform sampler2D screenTexture;
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void main()
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{
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fColor = texture(screenTexture, vTexPos);
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// fColor = vec4(1,1,1,0);
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}
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@@ -0,0 +1,10 @@
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#version 430 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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+2
-4
@@ -524,10 +524,8 @@ reflectCircCreature rad p1 p2 cr =
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Just p3 -> Just ( p1
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, errorNormalizeV 37 (ssaTriPoint p2 (_crPos cr) p1 (_crRad cr) -.- _crPos cr)
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+.+ (_crPos cr -.- _crOldPos cr)
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--, errorNormalizeV 38 $
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-- ssaTriPoint p1 (_crPos cr) p2 (_crRad cr)
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-- -.- _crOldPos cr
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, _crID cr)
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, _crID cr
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)
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reflectCircCreatures :: Float -> Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Point2,Int)
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reflectCircCreatures rad p1 p2 cs = listToMaybe $ sortBy f $ IM.elems $ IM.mapMaybe
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@@ -353,10 +353,13 @@ maybeSetTarget f cid w = case join $ w ^? creatures . ix cid . crInv . ix itRef
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itRef = _crInvSel cr
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shootBezier :: Point2 -> Int -> World -> World
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shootBezier targetp cid w = (shootWithSound 0 . withMuzFlare . withRecoil 40 . torqueBefore 0.05
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. withRandomDir 0.5)
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bezBul cid w
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shootBezier targetp cid w = (shootWithSound 0
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. withMuzFlare
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. withRecoil 40
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. torqueBefore 0.05
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) bezBul cid w
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where
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-- note that torqueBefore will not affect the startp here
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bezBul = mkBezierBul startp controlp targetp
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controlp = mouseWorldPos w
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cr = _creatures w IM.! cid
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@@ -370,7 +373,7 @@ mkBezierBul startp controlp targetp cid w = over particles' (bbul :) w
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(threeEff' bulHitCr' bulHitWall' bulHitFF') 5
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(randPos,randPos') = flip evalState (_randGen w)
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$ do a <- randInCirc 10
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b <- randInCirc 10
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b <- randInCirc 20
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return (a,b)
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removeItAttachment :: Int -> Int -> World -> World
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@@ -60,8 +60,6 @@ withSidePush maxSide eff cid w = eff cid . over (creatures . ix cid) push $ w
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(+.+ rotateV (_crDir cr) (0,(pushAmount) / _crMass cr))
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cr
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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shootWithSound :: Int -> (Int -> World -> World) -> Int -> World -> World
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shootWithSound soundid f cid w
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@@ -105,9 +105,12 @@ mvGenBullet' w bt
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bulLineLen :: Int -> Color -> Float -> [Point2] -> Picture
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bulLineLen n c w ps =
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setLayer 1 . onLayer HPtLayer $ color c $ thickLine (take (n * 3) ps) w
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setLayer 1 . onLayer HPtLayer $ color c $ thickLine (take (n * 2) ps) w
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bulLine c w = setLayer 1 . bulLinea c w
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bulLine c w = setLayer 1 . bulLineb w
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bulLineb :: Float -> [Point2] -> Picture
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bulLineb w ps = color white $ thickLine (take 2 ps) w
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bulLinea :: Color -> Float -> [Point2] -> Picture
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bulLinea _ _ [] = blank
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@@ -18,7 +18,9 @@ thingsHitExceptCrLongLine (Just cid) sp ep = filter crNotCid . thingsHitLongLine
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crNotCid _ = True
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thingsHitLongLine :: Point2 -> Point2 -> World -> [(Point2, (Either3 Creature Wall ForceField))]
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thingsHitLongLine sp ep w = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs)
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thingsHitLongLine sp ep w
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| sp == ep = []
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| otherwise = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs)
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where
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crs = zip crPs (map E3x1 hitCrs)
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hitCrs = IM.elems $ IM.filter (\cr -> circOnLine sp ep (_crPos cr) (_crRad cr))
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@@ -34,7 +36,9 @@ thingsHitLongLine sp ep w = sortBy (compare `on` dist sp . fst) (crs ++ walls +
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ffs = map (\(p,(_,i)) -> (p, E3x3 $ _forceFields w IM.! i)) hitFFs
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thingsHit :: Point2 -> Point2 -> World -> [(Point2, (Either3 Creature Wall ForceField))]
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thingsHit sp ep w = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs)
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thingsHit sp ep w
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| sp == ep = []
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| otherwise = sortBy (compare `on` dist sp . fst) (crs ++ walls ++ ffs)
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where
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hitCrs = IM.elems $ IM.filter (\cr -> circOnLine sp ep (_crPos cr) (_crRad cr))
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$ _creatures w
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@@ -18,13 +18,18 @@ import Shader
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import Geometry (Point2)
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import qualified Control.Foldl as F
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data RenderData = RenderData
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{ _lightSourceShader :: FullShader (Float,Float,Float,Float)
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, _wallShadowShader :: FullShader (Point2,Point2,Point2,Point2)
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, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
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, _fullscreenShader :: FullShader ()
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, _listShaders :: [FullShader RenderType]
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, _dummyVBO :: BufferObject
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, _dummyPtr :: Ptr Float
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, _spareFBO :: FramebufferObject
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, _fboTexture :: TextureObject
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}
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makeLenses ''RenderData
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@@ -52,6 +57,16 @@ preloadRender = do
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bezierQuadShader
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<- makeShader "bezierQuad" [vert,frag] [(0,3),(1,4),(2,4)] TriangleStrip pokeBezQStrat
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fsShad <- makeShader "fullscreen" [vert,frag] [(0,2),(1,2)] TriangleStrip
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(const [[[-1, 1],[0,1]]
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,[[ 1, 1],[1,1]]
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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)
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n <- F.foldM (pokeShader fsShad) [()]
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putStrLn $ show n
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--the following vbo is set up to contain one fixed vertex
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dummyvbo <- genObjectName
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dummyptr <- mallocArray numDrawableElements
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@@ -62,6 +77,10 @@ preloadRender = do
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-- input a list of (attribute location, attrib length) pairs
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-- these will have buffers and pointers created
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backgroundvao <- setupVAO [(0,4),(1,2)]
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(fbo,fboTO) <- setupFramebuffer
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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return $ RenderData
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{ _listShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
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@@ -70,10 +89,37 @@ preloadRender = do
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, _lightSourceShader = lsShad
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, _wallShadowShader = wsShad
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, _backgroundShader = bgShad
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, _fullscreenShader = fsShad
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, _spareFBO = fbo
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, _fboTexture = fboTO
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}
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--------------------end preloadRender
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setupFramebuffer :: IO (FramebufferObject, TextureObject)
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setupFramebuffer = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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fboTO <- genObjectName
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textureBinding Texture2D $= Just fboTO
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 800 600) 0 (PixelData RGBA UnsignedByte nullPtr)
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textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
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generateMipmap' Texture2D
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framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
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fboRBO <- genObjectName
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bindRenderbuffer Renderbuffer $= fboRBO
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
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-- not sure if the stencil is needed
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fboStatus <- framebufferStatus Framebuffer
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putStrLn $ show fboStatus
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return (fboName, fboTO)
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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mapM_ freeShaderPointers $ _listShaders pd
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@@ -49,6 +49,12 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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)
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-- draw lightmap
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bindFramebuffer Framebuffer $= (_spareFBO pdata)
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clearColor $= Color4 0 0.5 0 1
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clearDepth $= (200)
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clear [ColorBuffer]
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nWalls <- F.foldM (pokeShader (_wallShadowShader pdata)) wallPoints
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bindShaderBuffers [_wallShadowShader pdata] [nWalls]
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@@ -78,10 +84,24 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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ticksS <- SDL.ticks
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ticksAfterL <- SDL.ticks
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blend $= Disabled
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-- blendFunc $= (Zero,One)
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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--
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-- blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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bindShaderBuffers [_fullscreenShader pdata] [4]
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textureBinding Texture2D $= Just (_fboTexture pdata)
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-- blendFunc $= (One, Zero)
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drawShader (_fullscreenShader pdata) 4
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blend $= Enabled
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-- draw picture on top of light/shadow map
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-- set drawing for on top
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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clear [DepthBuffer]
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-- draw background
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bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
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depthFunc $= Just Less
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