Continue work on shadow rendering

This commit is contained in:
2023-03-14 11:20:38 +00:00
parent 9947979b52
commit 6af041bb8c
20 changed files with 417 additions and 380 deletions
+21 -27
View File
@@ -50,6 +50,7 @@ createLightMap ::
createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
InstancingShads -> instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos
NoShadows -> do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
let ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
@@ -64,10 +65,7 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
-- to consider: adding normals/a "material" for each fragment
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glEnable GL_STENCIL_TEST
--stencilTest $= Enabled
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
glDepthFunc GL_LESS
@@ -75,7 +73,6 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glClear GL_STENCIL_BUFFER_BIT
glDisable GL_CULL_FACE
--cullFace $= Nothing
glStencilFunc GL_ALWAYS 0 255
--draw lightmap itself
glDepthFunc GL_ALWAYS
@@ -83,7 +80,7 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
bindTO toPos
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shadProg') --Just (_shadProg ltextShad)
glUseProgram (ltextShad ^. shadName) --Just (_shadProg ltextShad)
glUniform3f (_shadUnis' ltextShad V.! 0) x y z
glUniform4f (_shadUnis' ltextShad V.! 1) r g b rad
--bindVertexArrayObject $= ltextShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
@@ -107,6 +104,7 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
glDepthFunc GL_ALWAYS
glDepthMask GL_FALSE
_ -> do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata
lwallShad = _lightingWallShadShader pdata
@@ -124,10 +122,7 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
-- to consider: adding normals/a "material" for each fragment
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glEnable GL_STENCIL_TEST
--stencilTest $= Enabled
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
glDepthFunc GL_LESS
@@ -135,15 +130,11 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glClear GL_STENCIL_BUFFER_BIT
glDisable GL_CULL_FACE
--cullFace $= Nothing
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
--currentProgram $= Just (_shadProg lwallShad)
glUseProgram (_shadProg' lwallShad)
--uniform (_shadUnis lwallShad V.! 0)
-- $= Vector3 x y z
glUseProgram (_shadName lwallShad)
glUniform3f (_shadUnis' lwallShad V.! 0) x y z
--bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glUniform1f (_shadUnis' lwallShad V.! 1) rad
glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glDrawArrays
(marshalEPrimitiveMode $ _shadPrim' lwallShad)
@@ -152,7 +143,8 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
case shadsdrawtype of
GeoObjShads -> do
--draw silhouette shadows
glUseProgram (_shadProg' llinesShad)
glEnable GL_DEPTH_CLAMP
glUseProgram (_shadName llinesShad)
glUniform3f (_shadUnis' llinesShad V.! 0) x y z
glUniform1f (_shadUnis' llinesShad V.! 1) rad
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
@@ -164,7 +156,8 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
--draw caps on the near plane as required
glEnable GL_CULL_FACE
glCullFace GL_BACK
glUseProgram (_shadProg' lcapShad)
glCullFace GL_FRONT
glUseProgram (_shadName lcapShad)
glUniform3f (_shadUnis' lcapShad V.! 0) x y z
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
glDrawElements
@@ -172,15 +165,17 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
(fromIntegral nCaps)
GL_UNSIGNED_SHORT
nullPtr
glDisable GL_DEPTH_CLAMP
CPUObjShads -> drawCPUShadows (V3 x y z) rad
NoObjShads -> return ()
--draw lightmap itself
glDepthFunc GL_ALWAYS
-- bind world position texture
glDisable GL_CULL_FACE
bindTO toPos
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shadProg') --Just (_shadProg ltextShad)
glUseProgram (ltextShad ^. shadName) --Just (_shadProg ltextShad)
glUniform3f (_shadUnis' ltextShad V.! 0) x y z
glUniform4f (_shadUnis' ltextShad V.! 1) r g b rad
--bindVertexArrayObject $= ltextShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
@@ -190,7 +185,6 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
lightsToArray :: [(Point3, Float, Point3)] -> [Float]
@@ -252,14 +246,14 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
glDisable GL_CULL_FACE
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
glUseProgram $ pdata ^. shadowWallShader . shadProg'
glBindVertexArray $ pdata ^. shadowWallShader . shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glUseProgram $ pdata ^. shadowWallShader . shadName
glBindVertexArray $ pdata ^. shadowWallShader . shadVAO' . vaoName
glDrawArrays
(marshalEPrimitiveMode $ pdata ^. shadowWallShader . shadPrim')
0
(fromIntegral nWalls)
--draw silhouette shadows
glUseProgram $ pdata ^. shadowEdgeShader . shadProg'
glUseProgram $ pdata ^. shadowEdgeShader . shadName
glBindVertexArray $ pdata ^. shadowEdgeShader . shadVAO' . vaoName
glDrawElements
(marshalEPrimitiveMode $ pdata ^. shadowEdgeShader . shadPrim')
@@ -267,9 +261,10 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
GL_UNSIGNED_SHORT
nullPtr
--draw caps on the near plane as required
glEnable GL_CULL_FACE
--glEnable GL_CULL_FACE
glCullFace GL_BACK
glUseProgram (_shadProg' lcapShad)
--glCullFace GL_FRONT
glUseProgram (_shadName lcapShad)
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
@@ -280,15 +275,14 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
glDepthFunc GL_ALWAYS
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (pdata ^. shadowLightShader . shadProg')
glUseProgram (pdata ^. shadowLightShader . shadName)
-- bind world position texture
bindTO toPos
glBindVertexArray $ pdata ^. shadowLightShader . shadVAO' . vaoName
-- glBindVertexArray $ pdata ^. shadowLightShader . shadVAO' . vaoName
glDrawArrays
(marshalEPrimitiveMode $ pdata ^. shadowLightShader . shadPrim')
0
1
-- this was the end of the loop
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
--draw to the lighting framebuffer here
@@ -298,7 +292,7 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
glBindTexture GL_TEXTURE_2D_ARRAY (pdata ^. fboShadow . _2 . _1 . unTO)
glEnable GL_BLEND
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glUseProgram (pdata ^. shadowCombineShader . shadProg') --Just (_shadProg ltextShad)
glUseProgram (pdata ^. shadowCombineShader . shadName)
glDrawArrays
(marshalEPrimitiveMode EPoints)
0