To openglraw
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+26
-23
@@ -1,6 +1,5 @@
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module Render (
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createLightMap,
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divideSize,
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renderFoldable,
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renderLayer,
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pingPongBetween,
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@@ -20,15 +19,11 @@ import Dodge.Data.Config
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import Foreign hiding (rotate)
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import Geometry.Data
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import Graphics.GL.Core43
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import Graphics.Rendering.OpenGL hiding (Color, Line, Polygon, T, imageHeight, scale, translate)
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import Picture.Data
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import Shader
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import Shader.Data
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import Shader.ExtraPrimitive
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divideSize :: Int -> Size -> Size
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divideSize i (Size x y) = Size (div x $ fromIntegral i) (div y $ fromIntegral i)
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-- | Determine where light is shining in the world.
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-- think of the produced texture as showing what RGB values should be "taken
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-- away" from the shape colors.
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@@ -55,26 +50,30 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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depthMask $= Disabled
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glDepthMask GL_FALSE
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-- clearColor is specified differently in preloadRender
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-- the colors are inverted
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clearColor $= Color4 1 1 1 1
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clear [ColorBuffer]
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glClearColor 1 1 1 1
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glClear GL_COLOR_BUFFER_BIT
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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
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-- to consider: adding normals/a "material" for each fragment
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blendFunc $= (Zero, OneMinusSrcColor)
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stencilTest $= Enabled
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stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
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stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glEnable GL_STENCIL_TEST
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--stencilTest $= Enabled
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glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
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--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
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--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
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glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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depthFunc $= Just Less
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glDepthFunc GL_LESS
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-- setup stencil
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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clear [StencilBuffer]
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cullFace $= Nothing
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stencilFunc $= (Always, 0, 255)
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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glClear GL_STENCIL_BUFFER_BIT
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glDisable GL_CULL_FACE
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--cullFace $= Nothing
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glStencilFunc GL_ALWAYS 0 255
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--draw wall shadows
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--currentProgram $= Just (_shadProg lwallShad)
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glUseProgram (_shadProg' lwallShad)
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@@ -104,7 +103,9 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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GL_UNSIGNED_SHORT
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nullPtr
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--draw caps on the near plane as required
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cullFace $= Just Back
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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--cullFace $= Just Back
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--currentProgram $= Just (_shadProg lcapShad)
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--uniform (_shadUnis lcapShad V.! 0) $= Vector3 x y z
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glUseProgram (_shadProg' lcapShad)
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@@ -119,12 +120,14 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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CPUObjShads -> drawCPUShadows (V3 x y z) rad
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_ -> return ()
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--draw lightmap itself
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depthFunc $= Just Always
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glEnable GL_DEPTH_TEST
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glDepthFunc GL_ALWAYS
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--depthFunc $= Just Always
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-- bind world position texture
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bindTO toPos
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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--stencilOp $= (OpKeep, OpKeep, OpKeep)
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stencilFunc $= (Equal, 0, 255)
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glStencilFunc GL_EQUAL 0 255
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--currentProgram $= ltextShad ^? shadProg --Just (_shadProg ltextShad)
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--uniform (_shadUnis ltextShad V.! 0) $= Vector3 x y z
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--uniform (_shadUnis ltextShad V.! 1) $= Vector4 r g b rad
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@@ -138,8 +141,8 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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0
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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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cullFace $= Nothing
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stencilTest $= Disabled
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glDisable GL_CULL_FACE
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glDisable GL_STENCIL_TEST
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-- assumes that vertices have already been sent to the shader
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pingPongBetween ::
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