Use stencil to black out floor shadows

This commit is contained in:
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 []