Remove compute shaders

This commit is contained in:
2023-04-23 12:39:35 +01:00
parent 20eef80568
commit 4bb9841be8
6 changed files with 3 additions and 77 deletions
-7
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@@ -1,7 +0,0 @@
#version 450 core
layout(local_size_x= 1, local_size_y=1) in;
uniform sampler2DArray screenTexture;
layout(rgba8, binding = 5) uniform restrict writeonly image2D img_output;
void main()
{
}
-40
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@@ -1,40 +0,0 @@
#version 450 core
layout(local_size_x= 20, local_size_y=1) in;
layout(rgba8, binding = 5) uniform restrict writeonly image2D img_output;
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
layout (binding = 0) uniform sampler2D posTexture;
layout (binding = 1) uniform sampler2D normals;
void main ()
{
shared vec3[20] larray;
uint i = gl_LocalInvocationID.x;
vec3 lightamount = vec3(0,0,0);
ivec2 pixel_coords = ivec2(gl_WorkGroupID.xy);
vec2 tex_coords = vec2((4*pixel_coords.x+4)/800.0, (4*pixel_coords.y+4)/835.0);
vec3 pos = texture(posTexture,tex_coords).xyz;
vec3 lightPos = posBool[i].xyz;
vec4 lumRad = colRad[i];
vec3 distVec = lightPos - pos;
float dist = dot (distVec,distVec);
if (dist > lumRad.a) { }
else
{
float x = 1 - dist / lumRad.a;
vec3 norm = texture(normals,tex_coords).xyz;
float y1 = dot(normalize(norm), normalize(distVec));
float y = float(y1 > 0 ? 0 : 1);
lightamount = y*x*lumRad.rgb;
}
larray[i] = lightamount;
if (i == 0)
{ vec3 inverselight = 1 - lightamount;
//{ vec3 inverselight = vec3(0,0,0);
for (uint j=1 ; j < 20; ++j) {inverselight = inverselight * (1 - larray[j]);}
imageStore(img_output, pixel_coords, vec4(inverselight,1));
}
}
+1 -2
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@@ -11,8 +11,7 @@ import Graphics.GL.Core45
import Shader.Data
data RenderData = RenderData
{ _computeShadowShader :: GLuint
, _lightingWallShadShader :: Shader
{ _lightingWallShadShader :: Shader
, _lightingLineShadowShader :: Shader
, _lightingCapShader :: Shader
, _lightingTextureShader :: Shader
+1 -1
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@@ -185,7 +185,7 @@ graphicsMenuOptions =
[ makeEnumOption graphics_world_resolution "World resolution" (uvIOEffects .~ updatePreload)
, makeEnumOption graphics_downsize_resolution "Downsize resolution"
(uvIOEffects .~ updatePreload)
, makeEnumOption graphics_distortion_resolution "Overlay resolution"
, makeEnumOption graphics_distortion_resolution "Distortion resolution"
(uvIOEffects .~ updatePreload)
, makeEnumOption graphics_shadow_rendering "SHADOW RENDERING" id
, makeEnumOption graphics_shadow_size "SHADOW DETAIL" id
+1 -5
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@@ -182,15 +182,11 @@ preloadRender = do
, eslist
]
-- setup compute shader
computeshadowshader <- makeSourcedShader "compute/shadow" [GL_COMPUTE_SHADER]
initializeGLState
putStrLn "Return preload"
return $
RenderData
{ _computeShadowShader = computeshadowshader
, _pictureShaders = shadV
{ _pictureShaders = shadV
, _shapeShader = shapeshader -- & shaderVAO' .~ shPosColVAO
, _shapeEBO = shEBO
, _silhouetteEBO = shedgeebo
-22
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@@ -44,7 +44,6 @@ createLightMap cfig = case shadrendertype of
InstancingShads -> instanceLightMap cfig
NoShadows -> const . const . const renderLightingNoShadows
NoLighting -> const . const . const . const . const . const renderFlatLighting
ComputeShader -> renderComputeShadows
_ -> renderShadows shadrendertype
where
shadrendertype = cfig ^. graphics_shadow_rendering
@@ -104,27 +103,6 @@ renderLightingNoShadows positiontexture normaltexture lightPoints pdata = do
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
renderComputeShadows ::
GLsizei ->
Int ->
Int ->
TO ->
TO ->
[(Point3, Float, Point3)] ->
RenderData ->
IO ()
renderComputeShadows _ _ _ toPos tanormals lightPoints rd = do
withArray (lightsToArray lightPoints) $ \ptr ->
glNamedBufferSubData (rd ^. lightsUBO) 0 620 ptr
glBindTextureUnit 0 (toPos ^. unTO)
glBindTextureUnit 1 (tanormals ^. unTO)
glBindImageTexture 5 (rd ^. fboLighting . _2 . unTO) 0 GL_FALSE 0 GL_WRITE_ONLY GL_RGBA8
glUseProgram (rd ^. computeShadowShader)
glDispatchCompute 800 835 1
-- the following should be later, just before the texture is accessed
--glMemoryBarrier GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
glMemoryBarrier GL_TEXTURE_FETCH_BARRIER_BIT
return ()
renderFlatLighting :: RenderData -> IO ()
renderFlatLighting pdata = do