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