Add MatrixHelper folder
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+31
-27
@@ -1,6 +1,6 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 12) out;
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layout (triangle_strip, max_vertices = 11) out;
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uniform vec2 lightPos;
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uniform mat4 perpMat;
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@@ -15,20 +15,6 @@ float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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}
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void emitLine (vec2 pa)
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{
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gl_Position = vec4 (pa, 0, 1);
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EmitVertex();
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gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
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EmitVertex();
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}
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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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// construct a box with opening on bottom face
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void main()
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@@ -43,18 +29,28 @@ vec4 p5 = shift(p1);
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vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,-0.5,1);
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vec4 p8 = vec4 (p5.xy,-0.5,1);
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gl_Position = perpMat * p4; EmitVertex();
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gl_Position = perpMat * p3; EmitVertex();
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gl_Position = perpMat * p7; EmitVertex();
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gl_Position = perpMat * p8; EmitVertex();
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gl_Position = perpMat * p5; EmitVertex();
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gl_Position = perpMat * p3; EmitVertex();
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gl_Position = perpMat * p1; EmitVertex();
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gl_Position = perpMat * p4; EmitVertex();
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gl_Position = perpMat * p2; EmitVertex();
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gl_Position = perpMat * p7; EmitVertex();
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gl_Position = perpMat * p6; EmitVertex();
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gl_Position = perpMat * p5; EmitVertex();
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vec4 a1 = perpMat * p1;
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vec4 a2 = perpMat * p2;
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vec4 a3 = perpMat * p3;
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vec4 a4 = perpMat * p4;
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vec4 a5 = perpMat * p5;
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vec4 a6 = perpMat * p6;
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vec4 a7 = perpMat * p7;
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vec4 a8 = perpMat * p8;
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gl_Position = a4; EmitVertex();
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gl_Position = a3; EmitVertex();
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gl_Position = a7; EmitVertex();
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gl_Position = a8; EmitVertex();
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gl_Position = a5; EmitVertex();
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gl_Position = a3; EmitVertex();
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gl_Position = a1; EmitVertex();
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gl_Position = a4; EmitVertex();
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gl_Position = a2; EmitVertex();
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gl_Position = a7; EmitVertex();
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gl_Position = a6; EmitVertex();
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// gl_Position = a5; EmitVertex();
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EndPrimitive();
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} else {}
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}
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@@ -82,3 +78,11 @@ vec4 p8 = vec4 (p5.xy,-0.5,1);
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// gl_Position = perspective * worldMat * p7; EmitVertex();
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// gl_Position = perspective * worldMat * p6; EmitVertex();
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// gl_Position = perspective * worldMat * p5; EmitVertex();
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//void emitLine (vec2 pa)
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//{
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// gl_Position = vec4 (pa, 0, 1);
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// EmitVertex();
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// gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
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// EmitVertex();
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//}
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@@ -0,0 +1,43 @@
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module MatrixHelper
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where
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import Geometry
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import Linear.Matrix
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import Linear.V4
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import Graphics.Rendering.OpenGL (GLfloat)
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perspectiveMatrix :: Float -> Float -> Point2 -> Point2 -> Point2 -> [GLfloat]
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perspectiveMatrix rot zoom (tranx,trany) (winx,winy) (viewFromx,viewFromy) =
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let scalMat = Linear.Matrix.transpose $
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V4 (V4 (2*zoom/winx) 0 0 (0::GLfloat))
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(V4 0 (2*zoom/winy) 0 0)
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(V4 0 0 1 0)
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(V4 0 0 0 1)
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rotMat = Linear.Matrix.transpose $
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V4 (V4 (cos rot) (sin (-rot)) 0 0)
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(V4 (sin rot) (cos rot) 0 0)
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(V4 0 0 1 0)
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(V4 0 0 0 1)
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tranMat3 = Linear.Matrix.transpose $
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V4 (V4 1 0 0 0)
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(V4 0 1 0 0)
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(V4 0 0 1 0)
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(V4 (-tranx) (-trany) 0 1)
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tranMat2 = Linear.Matrix.transpose $
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V4 (V4 1 0 0 0)
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(V4 0 1 0 0)
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(V4 0 0 1 0)
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(V4 (viewFromx-tranx) (viewFromy-trany) 0 1)
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perMat = Linear.Matrix.transpose $
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V4 (V4 1 0 0 0)
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(V4 0 1 0 0)
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(V4 0 0 1 1)
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(V4 0 0 0 1)
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tranMat1 = Linear.Matrix.transpose $
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V4 (V4 1 0 0 0)
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(V4 0 1 0 0)
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(V4 0 0 1 0)
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(V4 (-viewFromx) (-viewFromy) 0 1)
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wmat = scalMat !*! rotMat !*! tranMat2 !*! perMat !*! tranMat1
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vToL (V4 a b c d) = [a,b,c,d]
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in concatMap vToL $ vToL wmat
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@@ -76,10 +76,12 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
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) :: IO (GLmatrix GLfloat)
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uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 1)
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$= pmat
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cullFace $= Just Back
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drawShader (_wallShadowShader pdata) nWalls
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depthMask $= Disabled
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blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
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blendFunc $= (Zero, OneMinusSrcAlpha)
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-- blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
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stencilTest $= Enabled
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forM_ lightPoints $ \(x,y,r,lum) -> do
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-- depthFunc $= Just Less
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@@ -91,13 +93,13 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
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-- currentProgram does get called twice: here and inside drawShader below
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currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
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uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
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$= Vector2 (x) (y)
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$= Vector2 x y
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-- blendFunc $= (Zero,One)
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drawShader (_wallShadowShader pdata) nWalls
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cullFace $= Just Front
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stencilOp $= (OpKeep,OpKeep,OpDecr)
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drawShader (_wallShadowShader pdata) nWalls
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-- cullFace $= Just Front
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-- stencilOp $= (OpKeep,OpKeep,OpDecr)
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-- drawShader (_wallShadowShader pdata) nWalls
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cullFace $= Nothing
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@@ -107,9 +109,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
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zTran (a,b) = (a*2*zoom / winx, b*2*zoom / winy)
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pokeFourOff lightPtr 0 (x',y',r,lum)
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bindShaderBuffers [_lightSourceShader pdata] [1]
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stencilFunc $= (Equal, 0, 255)
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-- depthFunc $= Just Always
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drawShader (_lightSourceShader pdata) 1
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-- currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
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