Use stencil to black out floor shadows

This commit is contained in:
jgk
2021-03-18 17:53:17 +01:00
parent 447268117c
commit 5ea831203a
2 changed files with 64 additions and 18 deletions
+8 -1
View File
@@ -23,6 +23,7 @@ import qualified Control.Foldl as F
data RenderData = RenderData
{ _lightSourceShader :: FullShader (Float,Float,Float,Float)
, _wallShadowShader :: FullShader (Point2,Point2,Point2,Point2)
, _wallLightShader :: FullShader (Point3)
, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
, _fullscreenShader :: FullShader ()
, _wallShader :: FullShader (Point3,Point4)
@@ -47,6 +48,9 @@ preloadRender = do
wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPStrat
["lightPos"]
wlLightShad <- makeShaderCustomUnis "wallLight" [vert,frag] [(0,3)] TriangleStrip pokeLightWallStrat
["lightPosRadLum"]
wlShad <- makeShader "wall" [vert,frag] [(0,3),(1,4)] TriangleStrip pokeWlStrat
bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
@@ -91,6 +95,7 @@ preloadRender = do
, _dummyPtr = dummyptr
, _lightSourceShader = lsShad
, _wallShadowShader = wsShad
, _wallLightShader = wlLightShad
, _wallShader = wlShad
, _backgroundShader = bgShad
, _fullscreenShader = fsShad
@@ -116,7 +121,6 @@ setupFramebuffer = do
fboRBO <- genObjectName
bindRenderbuffer Renderbuffer $= fboRBO
renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
-- not sure if the stencil is needed
framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer fboRBO
fboStatus <- framebufferStatus Framebuffer
@@ -170,6 +174,9 @@ frag = FragmentShader
pokeWPStrat :: (Point2,Point2,Point2,Point2) -> [[[Float]]]
pokeWPStrat ((x,y),(z,w),(a,b),(c,d)) = [[[x,y,z,w],[a,b,c,d]]]
pokeLightWallStrat :: Point3 -> [[[Float]]]
pokeLightWallStrat (x,y,z) = [[[x,y,z]]]
pokeBGStrat :: a -> [[[Float]]]
pokeBGStrat = const []
+56 -17
View File
@@ -44,6 +44,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
setShaderUniforms rot zoom (tranx,trany) (winx,winy)
( (extractProgAndUnis $ _lightSourceShader pdata)
: (extractProgAndUnis $ _wallShadowShader pdata)
: (extractProgAndUnis $ _wallLightShader pdata)
: (extractProgAndUnis $ _wallShader pdata)
: (extractProgAndUnis $ _backgroundShader pdata)
: (map extractProgAndUnis $ _listShaders pdata)
@@ -52,7 +53,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
-- draw lightmap
bindFramebuffer Framebuffer $= (_spareFBO pdata)
depthFunc $= Just Less
depthFunc $= Just Always
clearColor $= Color4 0 0.5 0 1
clearDepth $= (200)
clear [ColorBuffer]
@@ -61,10 +62,21 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
nWalls <- F.foldM (pokeShader (_wallShadowShader pdata)) wallPoints
bindShaderBuffers [_wallShadowShader pdata] [nWalls]
-- let f (x,y) = (x,y,0)
-- h (x,y) = (x,y,-1)
-- g (a,b,_,_) = [f a,f a,h a,f b,h b,h b]
-- wp = concatMap g wallPoints
-- nLightWalls <- F.foldM (pokeShader (_wallLightShader pdata)) wp
-- bindShaderBuffers [_wallLightShader pdata] [nLightWalls]
stencilTest $= Enabled
forM_ lightPoints $ \(x,y,r,lum) -> do
cullFace $= Just Front
clear [DepthBuffer]
clear [DepthBuffer,StencilBuffer]
stencilOp $= (OpKeep,OpKeep,OpReplace)
stencilFunc $= (Always, 1, 255)
-- currentProgram does get called twice: here and inside drawShader below
currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
@@ -80,7 +92,18 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
bindShaderBuffers [_lightSourceShader pdata] [1]
blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
stencilFunc $= (Notequal, 1, 255)
drawShader (_lightSourceShader pdata) 1
-- currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
-- uniform (head $ fromJust $ _shaderCustomUnis $ _wallLightShader pdata)
-- $= Vector4 x y r lum
-- cullFace $= Just Front
-- depthFunc $= Just Lequal
-- drawShader (_wallLightShader pdata) nLightWalls
cullFace $= Nothing
stencilTest $= Disabled
startWallTicks <- SDL.ticks
wallPokeEnd <- SDL.ticks
@@ -132,22 +155,38 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
ticks4 <- renderFoldable pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 2) pic
bticks <- SDL.ticks
-- render walls
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
-- poke data
let lights = map (\(x,y,r,g) -> ((x,y),(r,g,0,0))) lightPoints
wallPairs = map (\(a,b,_,_) -> [(a,(1,1,1,1)),(b,(1,1,1,1))]) wallPoints
f (x,y) = [(x,y,0),(x,y,0),(x,y,-1)]
g (x,y) = [(x,y,0),(x,y,-1),(x,y,-1)]
wp = concatMap (\(a,b,_,_) -> f a ++ g b) wallPoints
h p = (p,(1,0,0,1))
i <- F.foldM (pokeShader (_wallShader pdata)) $ map h wp
-- -- render walls
-- depthFunc $= Nothing
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
-- -- poke data
-- let lights = map (\(x,y,r,g) -> ((x,y),(r,g,0,0))) lightPoints
-- wallPairs = map (\(a,b,_,_) -> [(a,(1,1,1,1)),(b,(1,1,1,1))]) wallPoints
-- f (x,y) = [(x,y,0),(x,y,0),(x,y,-1)]
-- g (x,y) = [(x,y,0),(x,y,-1),(x,y,-1)]
-- wp = concatMap (\(a,b,_,_) -> f a ++ g b) wallPoints
-- h p = (p,(1,0,0,1))
-- i <- F.foldM (pokeShader (_wallShader pdata)) $ map h wp
--
-- -- bind buffers
-- bindShaderBuffers [_wallShader pdata] [i]
--
-- -- draw call
-- drawShaders [_wallShader pdata] [i]
-- depthFunc $= Just Lequal
-- bind buffers
bindShaderBuffers [_wallShader pdata] [i]
-- draw call
drawShaders [_wallShader pdata] [i]
------ blendFunc $= (One,Zero)
------ let f (x,y) = (x,y,0)
------ h (x,y) = (x,y,-1)
------ g (a,b) = [f a,f a,h a,f b,h b,h b]
------ wp = concatMap g [((200,200),(-200,200))]
------ nLightWalls <- F.foldM (pokeShader (_wallLightShader pdata)) wp
------ bindShaderBuffers [_wallLightShader pdata] [nLightWalls]
------ currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
------ uniform (head $ fromJust $ _shaderCustomUnis $ _wallLightShader pdata)
------ $= Vector4 (0::Float) 0 200 0.5
------ cullFace $= Just Front
------ depthFunc $= Just Lequal
------ drawShader (_wallLightShader pdata) nLightWalls
resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)