Use stencil to black out floor shadows
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@@ -23,6 +23,7 @@ import qualified Control.Foldl as F
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data RenderData = RenderData
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{ _lightSourceShader :: FullShader (Float,Float,Float,Float)
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, _wallShadowShader :: FullShader (Point2,Point2,Point2,Point2)
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, _wallLightShader :: FullShader (Point3)
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, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
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, _fullscreenShader :: FullShader ()
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, _wallShader :: FullShader (Point3,Point4)
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@@ -47,6 +48,9 @@ preloadRender = do
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wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPStrat
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["lightPos"]
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wlLightShad <- makeShaderCustomUnis "wallLight" [vert,frag] [(0,3)] TriangleStrip pokeLightWallStrat
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["lightPosRadLum"]
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wlShad <- makeShader "wall" [vert,frag] [(0,3),(1,4)] TriangleStrip pokeWlStrat
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bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
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@@ -91,6 +95,7 @@ preloadRender = do
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, _dummyPtr = dummyptr
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, _lightSourceShader = lsShad
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, _wallShadowShader = wsShad
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, _wallLightShader = wlLightShad
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, _wallShader = wlShad
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, _backgroundShader = bgShad
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, _fullscreenShader = fsShad
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@@ -116,7 +121,6 @@ setupFramebuffer = do
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fboRBO <- genObjectName
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bindRenderbuffer Renderbuffer $= fboRBO
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
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-- not sure if the stencil is needed
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framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer fboRBO
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fboStatus <- framebufferStatus Framebuffer
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@@ -170,6 +174,9 @@ frag = FragmentShader
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pokeWPStrat :: (Point2,Point2,Point2,Point2) -> [[[Float]]]
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pokeWPStrat ((x,y),(z,w),(a,b),(c,d)) = [[[x,y,z,w],[a,b,c,d]]]
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pokeLightWallStrat :: Point3 -> [[[Float]]]
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pokeLightWallStrat (x,y,z) = [[[x,y,z]]]
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pokeBGStrat :: a -> [[[Float]]]
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pokeBGStrat = const []
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+56
-17
@@ -44,6 +44,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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setShaderUniforms rot zoom (tranx,trany) (winx,winy)
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( (extractProgAndUnis $ _lightSourceShader pdata)
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: (extractProgAndUnis $ _wallShadowShader pdata)
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: (extractProgAndUnis $ _wallLightShader pdata)
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: (extractProgAndUnis $ _wallShader pdata)
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: (extractProgAndUnis $ _backgroundShader pdata)
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: (map extractProgAndUnis $ _listShaders pdata)
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@@ -52,7 +53,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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-- draw lightmap
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bindFramebuffer Framebuffer $= (_spareFBO pdata)
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depthFunc $= Just Less
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depthFunc $= Just Always
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clearColor $= Color4 0 0.5 0 1
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clearDepth $= (200)
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clear [ColorBuffer]
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@@ -61,10 +62,21 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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nWalls <- F.foldM (pokeShader (_wallShadowShader pdata)) wallPoints
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bindShaderBuffers [_wallShadowShader pdata] [nWalls]
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-- let f (x,y) = (x,y,0)
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-- h (x,y) = (x,y,-1)
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-- g (a,b,_,_) = [f a,f a,h a,f b,h b,h b]
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-- wp = concatMap g wallPoints
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-- nLightWalls <- F.foldM (pokeShader (_wallLightShader pdata)) wp
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-- bindShaderBuffers [_wallLightShader pdata] [nLightWalls]
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stencilTest $= Enabled
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forM_ lightPoints $ \(x,y,r,lum) -> do
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cullFace $= Just Front
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clear [DepthBuffer]
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clear [DepthBuffer,StencilBuffer]
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stencilOp $= (OpKeep,OpKeep,OpReplace)
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stencilFunc $= (Always, 1, 255)
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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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@@ -80,7 +92,18 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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bindShaderBuffers [_lightSourceShader pdata] [1]
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blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
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stencilFunc $= (Notequal, 1, 255)
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drawShader (_lightSourceShader pdata) 1
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-- currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
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-- uniform (head $ fromJust $ _shaderCustomUnis $ _wallLightShader pdata)
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-- $= Vector4 x y r lum
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-- cullFace $= Just Front
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-- depthFunc $= Just Lequal
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-- drawShader (_wallLightShader pdata) nLightWalls
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cullFace $= Nothing
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stencilTest $= Disabled
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startWallTicks <- SDL.ticks
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wallPokeEnd <- SDL.ticks
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@@ -132,22 +155,38 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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ticks4 <- renderFoldable pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 2) pic
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bticks <- SDL.ticks
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-- render walls
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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-- poke data
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let lights = map (\(x,y,r,g) -> ((x,y),(r,g,0,0))) lightPoints
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wallPairs = map (\(a,b,_,_) -> [(a,(1,1,1,1)),(b,(1,1,1,1))]) wallPoints
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f (x,y) = [(x,y,0),(x,y,0),(x,y,-1)]
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g (x,y) = [(x,y,0),(x,y,-1),(x,y,-1)]
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wp = concatMap (\(a,b,_,_) -> f a ++ g b) wallPoints
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h p = (p,(1,0,0,1))
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i <- F.foldM (pokeShader (_wallShader pdata)) $ map h wp
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-- -- render walls
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-- depthFunc $= Nothing
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-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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-- -- poke data
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-- let lights = map (\(x,y,r,g) -> ((x,y),(r,g,0,0))) lightPoints
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-- wallPairs = map (\(a,b,_,_) -> [(a,(1,1,1,1)),(b,(1,1,1,1))]) wallPoints
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-- f (x,y) = [(x,y,0),(x,y,0),(x,y,-1)]
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-- g (x,y) = [(x,y,0),(x,y,-1),(x,y,-1)]
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-- wp = concatMap (\(a,b,_,_) -> f a ++ g b) wallPoints
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-- h p = (p,(1,0,0,1))
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-- i <- F.foldM (pokeShader (_wallShader pdata)) $ map h wp
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--
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-- -- bind buffers
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-- bindShaderBuffers [_wallShader pdata] [i]
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--
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-- -- draw call
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-- drawShaders [_wallShader pdata] [i]
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-- depthFunc $= Just Lequal
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-- bind buffers
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bindShaderBuffers [_wallShader pdata] [i]
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-- draw call
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drawShaders [_wallShader pdata] [i]
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------ blendFunc $= (One,Zero)
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------ let f (x,y) = (x,y,0)
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------ h (x,y) = (x,y,-1)
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------ g (a,b) = [f a,f a,h a,f b,h b,h b]
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------ wp = concatMap g [((200,200),(-200,200))]
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------ nLightWalls <- F.foldM (pokeShader (_wallLightShader pdata)) wp
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------ bindShaderBuffers [_wallLightShader pdata] [nLightWalls]
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------ currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
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------ uniform (head $ fromJust $ _shaderCustomUnis $ _wallLightShader pdata)
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------ $= Vector4 (0::Float) 0 200 0.5
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------ cullFace $= Just Front
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------ depthFunc $= Just Lequal
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------ drawShader (_wallLightShader pdata) nLightWalls
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resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)
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