Readd dust cloud rendering
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+10
-28
@@ -4,7 +4,6 @@ module Dodge.Render (
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getWindowSize,
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) where
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import Shape.Parameters
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import Control.Lens
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import Control.Monad
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import qualified Control.Monad.Parallel as MP
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@@ -61,11 +60,6 @@ doDrawing' win pdata u = do
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let wswp = wallSPics <> worldSPic cfig u
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ws = wswp ^. _1
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wp = wswp ^. _2
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nCloudVs <-
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V.foldM'
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(pokeCloud (pdata ^. cloudVBO . vboPtr))
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0
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(V.fromList $ w ^. cWorld . lWorld . clouds)
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((nWins, trueNWalls), (nShapeVs, nIndices, nSilIndices)) <-
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MP.liftM3
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(\_ a b -> (a, b))
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@@ -88,28 +82,16 @@ doDrawing' win pdata u = do
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(0, 0, 0)
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ws
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)
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-- (nCloudVs', nCloudIs') <-
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-- -- Might want to sort the clouds based on z depth, not sure
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-- V.foldM'
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-- (pokeCloud (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . uiboPtr))
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-- (0, 0)
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-- (V.fromList $ w ^. cWorld . lWorld . clouds)
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-- (nCloudVs, nCloudIs) <-
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-- V.foldM'
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-- (pokeDust (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . uiboPtr))
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-- (nCloudVs', nCloudIs')
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-- (V.fromList $ w ^. cWorld . lWorld . dusts)
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--nCloudVs' <-
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-- nCloudVs <-
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-- V.foldM'
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-- (pokeCloud (pdata ^. cloudVBO . vboPtr))
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-- 0
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-- (V.fromList $ w ^. cWorld . lWorld . clouds)
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-- nCloudVs <-
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-- V.foldM'
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-- (pokeDust (pdata ^. cloudVBO . vboPtr))
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-- nCloudVs'
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-- (V.fromList $ w ^. cWorld . lWorld . dusts)
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nCloudVs' <-
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V.foldM'
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(pokeCloud (pdata ^. cloudVBO . vboPtr))
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0
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(V.fromList $ w ^. cWorld . lWorld . clouds)
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nCloudVs <-
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V.foldM'
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(pokeDust (pdata ^. cloudVBO . vboPtr))
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nCloudVs'
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(V.fromList $ w ^. cWorld . lWorld . dusts)
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-- bind wall points, silhouette data, surface geometry
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bufferShaderLayers shadV pokeCounts
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mapM_
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@@ -156,8 +156,11 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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-- for each of the lights:
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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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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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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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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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@@ -234,6 +237,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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(fromIntegral (4 :: Int))
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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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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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