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