Improve shadows for static walls

This commit is contained in:
jgk
2021-03-05 13:40:34 +01:00
parent e4c51bc47a
commit 5f8b5881e5
8 changed files with 62 additions and 34 deletions
+1 -1
View File
@@ -59,7 +59,7 @@ main = do
(_cameraRot w) (_cameraZoom w)
(_cameraPos w)
(_windowX w,_windowY w)
(wallsForGloom' w)
(wallsForGloom w)
(lightsForGloom' w)
(worldPictures w)
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
+35 -17
View File
@@ -1,29 +1,47 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (triangle_strip, max_vertices = 8) out;
//in vec4 vBackPoss[];
in vec4 vBackPoss[];
uniform vec2 lightPos;
uniform mat4 worldMat;
void emitLine (vec2 pa)
{
gl_Position = vec4 (pa, 0, 1);
EmitVertex();
gl_Position = vec4 (pa + (200 * (pa - lightPos)), 0 , 1);
EmitVertex();
}
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
void main()
{
vec4 posaa = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
vec4 posba = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
vec2 posa = posaa.xy;
vec2 posb = posba.xy;
vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
vec2 frontL = frontL4.xy;
vec2 frontR = frontR4.xy;
vec4 backR4 = worldMat * vec4(vBackPoss[0].xy, 0 ,1);
vec4 backL4 = worldMat * vec4(vBackPoss[0].zw, 0 ,1);
vec2 backL = backL4.xy;
vec2 backR = backR4.xy;
// vec2 posc = vBackPoss[0].xy;
// vec2 posd = vBackPoss[0].zw;
gl_Position = vec4 (posb, 0 , 1);
EmitVertex();
gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
EmitVertex();
gl_Position = vec4 (posa, 0 , 1);
EmitVertex();
gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
EmitVertex();
if (isLHS( lightPos - frontL, frontR - frontL) < 0)
{
emitLine (backL);
emitLine (frontL);
emitLine (frontR);
emitLine (backR);
}
else
{
emitLine (backR);
emitLine (backL);
}
EndPrimitive();
}
+3 -3
View File
@@ -1,8 +1,8 @@
#version 430 core
layout (location = 0) in vec4 poss;
//layout (location = 1) in vec4 backPoss;
layout (location = 1) in vec4 backPoss;
//out vec4 vBackPoss;
out vec4 vBackPoss;
//uniform vec2 winSize;
//uniform float zoom;
@@ -13,5 +13,5 @@ layout (location = 0) in vec4 poss;
void main()
{
gl_Position = poss;
// vBackPoss = backPoss;
vBackPoss = backPoss;
}
+6 -3
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@@ -33,7 +33,7 @@ import qualified Data.IntMap.Strict as IM
import qualified Data.Set as S
import qualified Data.Map as M
import Data.Graph.Inductive
import Data.Graph.Inductive hiding ((&))
import Data.Graph.Inductive.NodeMap
import Data.Tree
-- }}}
@@ -563,9 +563,12 @@ autoDoorPane trigL n [a,b] [a',b'] = AutoDoor
| otherwise = flip (foldr changeZonedWall') zoneps
$ over walls (IM.adjust closeDoor n) w
mvP !ep !p = mvPointTowardAtSpeed 2 ep p
moveToward :: [Point2] -> Wall -> Wall
moveToward ps w = w & wlLine %~ zipWith mvP ps
openDoor :: Wall -> Wall
openDoor wl = case _wlLine wl of
((!pa):(!pb):_) -> wl {_wlLine = [mvP a' pa, mvP b' pb]}
-- openDoor wl = case _wlLine wl of
-- ((!pa):(!pb):_) -> wl {_wlLine = [mvP a' pa, mvP b' pb]}
openDoor = moveToward [a',b']
closeDoor :: Wall -> Wall
closeDoor wl = case _wlLine wl of
((!pa):(!pb):_) -> wl {_wlLine = [mvP a pa, mvP b pb]}
+10 -2
View File
@@ -318,9 +318,11 @@ drawSmokeShadow w sm@(Smoke {_smPos = p, _smRad = r', _smColor = c, _smPs = ps,
drawWall :: Wall -> Drawing
drawWall (Wall {_wlIsSeeThrough = False, _wlLine = ps, _wlColor = c})
= onLayerL [levLayer WlLayer, 2] $ color c $ polygon $ ps
drawWall wl = case _wlDraw wl of
Nothing -> onLayerL [levLayer WlLayer, layer2] $ color c $ polygon $ _wlLine wl
--Nothing -> onLayerL [levLayer WlLayer, layer2] $ color c $ polygon [x,x +.+ n2,y +.+ n2, y]
-- Nothing -> onLayerL [levLayer WlLayer, layer2] $ color c $ polygon $ _wlLine wl
Nothing -> onLayerL [levLayer WlLayer, layer2] $ color c $ polygon [x,x +.+ n2,y +.+ n2, y]
Just d -> d wl
where
(x:y:_) = _wlLine wl
@@ -560,6 +562,12 @@ displayHP n w = translate (halfWidth w-70) (halfHeight w-40) $
testPic w = blank
wallsForGloom :: World -> [(Point2,Point2,Point2,Point2)]
wallsForGloom w = map (linePairs . _wlLine) $ filter (not . _wlIsSeeThrough)
$ IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
where linePairs (x:y:z:w:_) = (x,y,z,w)
linePairs (x:y:_) = (x,y,x,y)
wallsForGloom' :: World -> [(Point2,Point2)]
wallsForGloom' w = map (wallPairBack . _wlLine) $ filter (not . _wlIsSeeThrough)
$ IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
+2 -2
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@@ -96,8 +96,8 @@ doLoop setup window startWorld
endSimTicks <- ticks
performGC
endLoopTicks <- ticks -- it might be better to use System.Clock (monotonic)
let delay = max 0 (10 + fromIntegral startLoopTicks - fromIntegral endLoopTicks)
threadDelay (delay * 1000)
let delay = max 0 (20 + fromIntegral startLoopTicks - fromIntegral endLoopTicks)
threadDelay (delay * 1000 )
endTime <- ticks
let newNewParams = newParams & idleTime +~ (endTime - endLoopTicks)
& gcTime +~ (endLoopTicks - endSimTicks)
+1 -2
View File
@@ -34,7 +34,6 @@ data RenderData = RenderData
, _backVAO :: VAO
, _wallVAO :: VAO
, _fadeCircVAO :: VAO
, _texVBO :: BufferObject
, _wssLightPos :: UniformLocation
, _dummyVBO :: BufferObject
, _dummyPtr :: Ptr Float
@@ -150,7 +149,7 @@ preloadRender = do
circvao <- setupVAO [(0,3),(1,4),(2,1)]
arcvao <- setupVAO [(0,3),(1,4),(2,4)]
backgroundvao <- setupVAO [(0,4),(1,2)]
wallvao <- setupVAO [(0,4)]--,(colVBO,1,4)]
wallvao <- setupVAO [(0,4),(1,4)]
fadecircvao <- setupVAO [(0,4)]
return $ RenderData
+4 -4
View File
@@ -381,7 +381,7 @@ threePtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
[(Point2,Point2)] -> [Point4] -> Picture -> IO (Word32,Word32)
[(Point2,Point2,Point2,Point2)] -> [Point4] -> Picture -> IO (Word32,Word32)
renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
wallPokeStart <- SDL.ticks
@@ -429,11 +429,11 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
-- draw lightmap
bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
let wallPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _wallVAO pdata
-- wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1
foldWalls n ((x,y),(z,w)) = do
wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1
foldWalls n ((x,y),(z,w),(a,b),(c,d)) = do
pokeFourOff wallPtr n (x,y,z,w)
-- pokeElemOff (_dummyPtr pdata) n (fromIntegral n)
-- pokeFourOff wallPtr2 n (a,b,c,d)
pokeFourOff wallPtr2 n (a,b,c,d)
return $ n+1
nWalls <- foldM foldWalls 0 wallPoints
bindArrayBuffers (length wallPoints) $ _vaoBufferTargets $ _wallVAO pdata