To openglraw

This commit is contained in:
2023-03-09 22:00:19 +00:00
parent 9989c65d75
commit 52d0286433
+26 -23
View File
@@ -1,6 +1,5 @@
module Render (
createLightMap,
divideSize,
renderFoldable,
renderLayer,
pingPongBetween,
@@ -20,15 +19,11 @@ import Dodge.Data.Config
import Foreign hiding (rotate)
import Geometry.Data
import Graphics.GL.Core43
import Graphics.Rendering.OpenGL hiding (Color, Line, Polygon, T, imageHeight, scale, translate)
import Picture.Data
import Shader
import Shader.Data
import Shader.ExtraPrimitive
divideSize :: Int -> Size -> Size
divideSize i (Size x y) = Size (div x $ fromIntegral i) (div y $ fromIntegral i)
-- | Determine where light is shining in the world.
-- think of the produced texture as showing what RGB values should be "taken
-- away" from the shape colors.
@@ -55,26 +50,30 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
depthMask $= Disabled
glDepthMask GL_FALSE
-- clearColor is specified differently in preloadRender
-- the colors are inverted
clearColor $= Color4 1 1 1 1
clear [ColorBuffer]
glClearColor 1 1 1 1
glClear GL_COLOR_BUFFER_BIT
-- for each of the lights:
-- 1. stencil out the shadows from this light's point of view
-- 2. calculate lighting based on each fragment's position
-- to consider: adding normals/a "material" for each fragment
blendFunc $= (Zero, OneMinusSrcColor)
stencilTest $= Enabled
stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glEnable GL_STENCIL_TEST
--stencilTest $= Enabled
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
depthFunc $= Just Less
glDepthFunc GL_LESS
-- setup stencil
colorMask $= Color4 Disabled Disabled Disabled Disabled
clear [StencilBuffer]
cullFace $= Nothing
stencilFunc $= (Always, 0, 255)
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glClear GL_STENCIL_BUFFER_BIT
glDisable GL_CULL_FACE
--cullFace $= Nothing
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
--currentProgram $= Just (_shadProg lwallShad)
glUseProgram (_shadProg' lwallShad)
@@ -104,7 +103,9 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
GL_UNSIGNED_SHORT
nullPtr
--draw caps on the near plane as required
cullFace $= Just Back
glEnable GL_CULL_FACE
glCullFace GL_BACK
--cullFace $= Just Back
--currentProgram $= Just (_shadProg lcapShad)
--uniform (_shadUnis lcapShad V.! 0) $= Vector3 x y z
glUseProgram (_shadProg' lcapShad)
@@ -119,12 +120,14 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
CPUObjShads -> drawCPUShadows (V3 x y z) rad
_ -> return ()
--draw lightmap itself
depthFunc $= Just Always
glEnable GL_DEPTH_TEST
glDepthFunc GL_ALWAYS
--depthFunc $= Just Always
-- bind world position texture
bindTO toPos
colorMask $= Color4 Enabled Enabled Enabled Enabled
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
--stencilOp $= (OpKeep, OpKeep, OpKeep)
stencilFunc $= (Equal, 0, 255)
glStencilFunc GL_EQUAL 0 255
--currentProgram $= ltextShad ^? shadProg --Just (_shadProg ltextShad)
--uniform (_shadUnis ltextShad V.! 0) $= Vector3 x y z
--uniform (_shadUnis ltextShad V.! 1) $= Vector4 r g b rad
@@ -138,8 +141,8 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
cullFace $= Nothing
stencilTest $= Disabled
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
-- assumes that vertices have already been sent to the shader
pingPongBetween ::