Hack wall depth, objects don't appear on top of walls (nor beneath windows)

This commit is contained in:
jgk
2021-03-21 23:51:56 +01:00
parent 863f2d3d7a
commit 5a5ca6f208
4 changed files with 32 additions and 101 deletions
+20 -64
View File
@@ -31,16 +31,6 @@ import qualified Data.IntMap.Strict as IM
import qualified SDL as SDL
setCommonUniforms :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> IO ()
setCommonUniforms pdata rot zoom (tranx,trany) (winx,winy) = do
setShaderUniforms rot zoom (tranx,trany) (winx,winy)
( (extractProgAndUnis $ _lightSourceShader pdata)
: (extractProgAndUnis $ _wallShadowShader pdata)
: (extractProgAndUnis $ _wallLightShader pdata)
: (extractProgAndUnis $ _backgroundShader pdata)
: (map extractProgAndUnis $ _listShaders pdata)
)
renderPicture' :: RenderData -> Float -> Float -> Point2 -> Point2 ->
[((Point2,Point2),Point4)] -> [((Point2,Point2),Point4)] -> [Point4] ->
(Float,Float) -> Picture -> IO (Word32,Word32)
@@ -61,13 +51,21 @@ renderPicture' pdata rot zoom trans@(tranx,trany) wins@(winx,winy) wallPointsCol
ticksAfterLighting <- SDL.ticks
renderBackground pdata rot zoom trans wins
renderWalls pdata wallPointsCol pmat
renderWalls pdata windowPoints pmat
-- hack: the walls are drawn with a continuous depth from 0 to -1
-- the following call is aimed at setting the depth buffer over all the walls to
-- at most -0.9
colorMask $= (Color4 Disabled Disabled Disabled Disabled)
renderFoldable pdata $ picToLTree (Just 3) pic
colorMask $= (Color4 Enabled Enabled Enabled Enabled)
depthFunc $= Just Lequal
renderFoldable pdata $ picToLTree (Just 0) pic
renderWalls pdata wallPointsCol pmat
renderWalls pdata windowPoints pmat
-- reset blend so that light map doesn't apply
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
@@ -209,25 +207,15 @@ renderBackground pdata rot zoom (tranx,trany) (winx,winy) = do
textureBinding Texture2D $= (fmap _textureObject $ _shaderTexture $ _backgroundShader pdata)
drawArrays Points (fromIntegral 0) (fromIntegral 1)
renderPicture :: RenderData -> Picture -> IO ()
renderPicture pdata pic = do
depthFunc $= Just Lequal
-- draw layer 0
ticks2 <- renderFoldable pdata $ picToLTree (Just 0) pic
--((picToAlt 0 pic) :: [RenderType])
-- reset blend so that light map doesn't apply
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
ticks3 <- renderFoldable pdata $ picToLTree (Just 1) pic
-- set drawing for on top
aticks <- SDL.ticks
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
ticks4 <- renderFoldable pdata $ picToLTree (Just 2) pic
bticks <- SDL.ticks
resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)
setCommonUniforms :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> IO ()
setCommonUniforms pdata rot zoom (tranx,trany) (winx,winy) = do
setShaderUniforms rot zoom (tranx,trany) (winx,winy)
( (extractProgAndUnis $ _lightSourceShader pdata)
: (extractProgAndUnis $ _wallShadowShader pdata)
: (extractProgAndUnis $ _wallLightShader pdata)
: (extractProgAndUnis $ _backgroundShader pdata)
: (map extractProgAndUnis $ _listShaders pdata)
)
renderFoldable :: Foldable f => RenderData -> f RenderType -> IO Word32
renderFoldable pdata tree = do
@@ -247,7 +235,6 @@ renderFoldable pdata tree = do
pokeEndTicks <- SDL.ticks
return $ pokeEndTicks - pokeStartTicks
------------------------------end renderFoldable
@@ -269,34 +256,3 @@ pokeFourOff ptr n (x,y,z,w) = do
pokeElemOff ptr (4*n+1) y
pokeElemOff ptr (4*n+2) z
pokeElemOff ptr (4*n+3) w
mkShadFromWall :: (Point2,Point2,Point2,Point2) -> Point4 -> [(Point3,Point4)]
{-# INLINE mkShadFromWall #-}
mkShadFromWall (wla,wlb,_,_) (x,y,r,_)
= makeHexahedron $ prismQuad (f wla
,f wlb
,f $ wla +.+ r *.* normalizeV (wla -.- ls)
,f $ wlb +.+ r *.* normalizeV (wlb -.- ls)
)
where f (x,y) = (x,y,0)
ls = (x,y)
prismQuad :: (Point3,Point3,Point3,Point3) ->
(Point3,Point3,Point3,Point3
,Point3,Point3,Point3,Point3)
{-# INLINE prismQuad #-}
prismQuad (a,b,c,d) = (a,b,c,d,f a,f b,f d,f c)
where f (x,y,z) = (x,y,z-0.5)
-- note this doubles the first and last points, assumes these points will be
-- input as part of a triangle strip
makeHexahedron :: (Point3,Point3,Point3,Point3
,Point3,Point3,Point3,Point3) -> [(Point3,Point4)]
{-# INLINE makeHexahedron #-}
makeHexahedron (a1,a2,a3,a4,a5,a6,a7,a8)
= [cr a4 ,cr a4 ,cr a3 ,cr a7 ,cr a8
,cr a5 ,cr a3 ,cb a1 ,cb a4 ,cr a2 ,cr a7 ,cr a6 ,cr a5 ,cr a2 ,cr a1 ,cr a1 ]
where col = (1,0,1,0.1)
cr a = (a,(1,0,0,0.1))
cg a = (a,(0,1,0,0.1))
cb a = (a,(0,0,1,0.1))