Draw walls using perspective divide

This commit is contained in:
jgk
2021-03-18 12:58:17 +01:00
parent e98e7256d2
commit 447268117c
5 changed files with 80 additions and 17 deletions
+9
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@@ -0,0 +1,9 @@
#version 430 core
in vec4 vParams;
out vec4 fColor;
void main()
{
fColor = vec4 (0.9,0.5,0,1);
fColor = vParams;
}
+31
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@@ -0,0 +1,31 @@
#version 430 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vParams[];
uniform mat4 worldMat;
vec2 lightPos = gl_in[0].gl_Position.xy;
vec2 cornerA = gl_in[1].gl_Position.xy;
vec2 cornerB = gl_in[2].gl_Position.xy;
void main()
{
gl_Position = worldMat * vec4(cornerA, 1, 1 );
EmitVertex();
gl_Position = worldMat * (vec4(cornerA, 10, 1 ) + (20,20,0,0));
gl_Position = vec4(1,0, 10, 1 );
EmitVertex();
gl_Position = worldMat * vec4(cornerB, 0, 1 );
gl_Position = vec4(0,1, -10, 1 );
EmitVertex();
gl_Position = worldMat * (vec4(cornerB, 0, 1 ) + (20,20,0,0));
gl_Position = vec4(1,1, 10, 1 );
EmitVertex();
EndPrimitive();
}
+18
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@@ -0,0 +1,18 @@
#version 430 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec4 params;
out vec4 vParams;
uniform mat4 worldMat;
mat4 perspective =
mat4 (1,0,0,0
,0,1,0,0
,0,0,1,1
,0,0,0,1
) ;
void main()
{
gl_Position = perspective * worldMat * vec4(pos.xyz, 1);
vParams = params;
}
+5 -5
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@@ -16,7 +16,7 @@ import Control.Lens
import Foreign
import Shader
import Geometry (Point2,Point4)
import Geometry (Point2,Point3,Point4)
import qualified Control.Foldl as F
@@ -25,7 +25,7 @@ data RenderData = RenderData
, _wallShadowShader :: FullShader (Point2,Point2,Point2,Point2)
, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
, _fullscreenShader :: FullShader ()
, _wallShader :: FullShader (Point2,Point4)
, _wallShader :: FullShader (Point3,Point4)
, _listShaders :: [FullShader RenderType]
, _dummyVBO :: BufferObject
, _dummyPtr :: Ptr Float
@@ -47,7 +47,7 @@ preloadRender = do
wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPStrat
["lightPos"]
wlShad <- makeShader "wall" [vert,geom,frag] [(0,2),(1,4)] Triangles pokeWlStrat
wlShad <- makeShader "wall" [vert,frag] [(0,3),(1,4)] TriangleStrip pokeWlStrat
bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
lslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
@@ -145,8 +145,8 @@ pokeTriStrat :: RenderType -> [[[Float]]]
pokeTriStrat (RenderPoly vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
pokeTriStrat _ = []
pokeWlStrat :: (Point2,Point4) -> [[[Float]]]
pokeWlStrat ((x,y),(r,g,b,a)) = [[[x,y],[r,g,b,a]]]
pokeWlStrat :: (Point3,Point4) -> [[[Float]]]
pokeWlStrat ((x,y,z),(r,g,b,a)) = [[[x,y,z],[r,g,b,a]]]
pokeCharStrat (RenderText vs) = fmap (\(a,b,c) -> flat3 (flat3 a, flat4 b, flat3 c)) vs
pokeCharStrat _ = []
+17 -12
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@@ -44,6 +44,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
setShaderUniforms rot zoom (tranx,trany) (winx,winy)
( (extractProgAndUnis $ _lightSourceShader pdata)
: (extractProgAndUnis $ _wallShadowShader pdata)
: (extractProgAndUnis $ _wallShader pdata)
: (extractProgAndUnis $ _backgroundShader pdata)
: (map extractProgAndUnis $ _listShaders pdata)
)
@@ -131,18 +132,22 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
ticks4 <- renderFoldable pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 2) pic
bticks <- SDL.ticks
---- render walls
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
-- -- poke data
-- let lights = map (\(x,y,r,g) -> ((x,y),(r,g,0,0))) lightPoints
-- wallPairs = map (\(a,b,_,_) -> [(a,(1,1,1,1)),(b,(1,1,1,1))]) wallPoints
-- i <- F.foldM (pokeShader (_wallShader pdata)) $ concat $ (:) <$> lights <*> wallPairs
--
-- -- bind buffers
-- bindShaderBuffers [_wallShader pdata] [i]
--
-- -- draw call
-- drawShaders [_wallShader pdata] [i]
-- render walls
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
-- poke data
let lights = map (\(x,y,r,g) -> ((x,y),(r,g,0,0))) lightPoints
wallPairs = map (\(a,b,_,_) -> [(a,(1,1,1,1)),(b,(1,1,1,1))]) wallPoints
f (x,y) = [(x,y,0),(x,y,0),(x,y,-1)]
g (x,y) = [(x,y,0),(x,y,-1),(x,y,-1)]
wp = concatMap (\(a,b,_,_) -> f a ++ g b) wallPoints
h p = (p,(1,0,0,1))
i <- F.foldM (pokeShader (_wallShader pdata)) $ map h wp
-- bind buffers
bindShaderBuffers [_wallShader pdata] [i]
-- draw call
drawShaders [_wallShader pdata] [i]
resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)