Continue work on shadow rendering
This commit is contained in:
@@ -22,26 +22,18 @@ description: Description text, TODO link to README.md
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dependencies:
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- base >= 4.7 && < 5
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- containers
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#- strict-containers
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#- strict-containers-lens
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- unordered-containers
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#- bitwise-enum
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- graphviz
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- template-haskell
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#- heap
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- sdl2
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- sdl2-mixer
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#- OpenGL
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- OpenGLRaw
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- text
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#- raw-strings-qq
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- bytestring
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- lens
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- mtl
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- fgl
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- random
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#- bmp
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#- monad-loops
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- JuicyPixels
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- vector
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- dlist
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@@ -52,23 +44,15 @@ dependencies:
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- aeson
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- aeson-pretty
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#- store
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#- binary
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#- flat
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#- th-utilities
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- directory
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- extra
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- primitive
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#- streaming
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#- repa
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- monad-parallel
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- parallel
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- Clipboard
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# testing
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- tasty
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- tasty-hunit
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- tasty-quickcheck
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#- QuickCheck
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#- HUnit
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library:
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source-dirs: src
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@@ -9,9 +9,9 @@ vec4 projNear (vec4 pos)
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos ;
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float a = (140 - pos.z) / dir.z ;
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float a = (100 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 140 , 1) ;
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return vec4 ( xy, 100 , 1) ;
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}
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void main()
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{
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@@ -28,8 +28,8 @@ void main()
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// the front cap
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vec4 v1 = vec4 (0,0,1,0) ;
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gl_Position = theMat * projNear(p0); EmitVertex();
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gl_Position = theMat * projNear(p1); EmitVertex();
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gl_Position = theMat * projNear(p2); EmitVertex();
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gl_Position = theMat * projNear(p1); EmitVertex();
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EndPrimitive();
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}
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else {}
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@@ -1,71 +1,91 @@
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#version 450 core
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layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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uniform vec3 lightPos;
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uniform float radiusUniform;
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//vec4 shift (vec4 p) { return (vec4 (p.xyz + (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos)), 1));}
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vec4 shiftBy (float x,vec4 p) { return (vec4 (lightPos + (x*normalize(p.xyz-lightPos)), 1));}
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//vec4 shift (vec4 p) { return (vec4 (lightPos + (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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// vec4 shift (vec4 p) { return (vec4 (p.xyz +
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// (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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float closestPointOnLineParam3 (vec3 a, vec3 b, vec3 p) {
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return dot(p - a,b-a) / dot(b-a,b-a);
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}
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vec3 closestPointOnSeg3 (vec3 a,vec3 b, vec3 p) {
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float x = closestPointOnLineParam3(a,b,p);
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if (x < 0) {
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return a;
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} else{ if (x > 1) { return b; }
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{ return a + (x * (b- a));}
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}
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}
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//vec3 closepoint =
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vec4 shift(vec4 p) { return (vec4(p.xyz + (100000 * (p.xyz - lightPos)), 1)); }
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vec4 shiftBy(float x, vec4 p) {
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return (vec4(lightPos + (x * normalize(p.xyz - lightPos)), 1));
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}
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// vec4 shift (vec4 p) { return (vec4 (lightPos +
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// (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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// copied from lighting/cap.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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vec4 projNear(vec4 pos) {
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos ;
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float a = (140 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 140 , 1) ;
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vec3 dir = pos.xyz - lightPos;
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float a = (100 - pos.z) / dir.z;
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vec2 xy = (pos.xyz + a * dir).xy;
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return vec4(xy, 100, 1);
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}
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vec4 shiftNear (vec4 pos)
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vec4 shiftNear(vec4 pos)
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//{ vec4 sp = shiftBy(radiusUniform,pos);
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{ vec4 sp = shift(pos);
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if (sp.z > 140)
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{ return projNear(pos) ; }
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else
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{ return sp ; }
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}
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vec4 f (vec4 p) {return (theMat * p);}
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void main()
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{
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float ru2 = radiusUniform * radiusUniform ;
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vec4 p0 = gl_in[0].gl_Position;
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vec4 p1 = gl_in[1].gl_Position;
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vec4 mid = 0.5*(p0 + p1);
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vec4 sp = shift(pos);
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if (sp.z > 100) {
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return projNear(pos);
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} else {
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return sp;
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}
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}
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vec4 f(vec4 p) { return (theMat * p); }
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void main() {
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vec4 p0 = gl_in[0].gl_Position;
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vec4 p1 = gl_in[1].gl_Position;
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vec3 closepoint = closestPointOnSeg3(p0.xyz,p1.xyz,lightPos);
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float ru2 = radiusUniform * radiusUniform;
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vec4 mid = 0.5 * (p0 + p1);
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vec3 n0a = gl_in[2].gl_Position.xyz;
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vec3 n1a = gl_in[3].gl_Position.xyz;
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vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz) ;
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vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz) ;
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vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz);
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vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz);
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//vec3 n2 = n0 + n1; // assumes the summands are normalized
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// vec3 n2 = n0 + n1; // assumes the summands are normalized
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vec3 lightDir = p0.xyz - lightPos.xyz;
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vec3 lightDir2 = p1.xyz - lightPos.xyz;
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// first test if the edge is part of the silhouette
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// that is, if the normals of the faces connected by the edge point are in
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// "different directions" wrt the light direction
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) <= 0 &&
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(dot(lightDir,lightDir) < ru2 || dot(lightDir2,lightDir2) < ru2) )
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if (dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
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(dot(lightDir, lightDir) < ru2 || dot(lightDir2, lightDir2) < ru2))
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// using <= rather than < seems to get rid of overlapping shadow
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// artefacts
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{
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//vec4 p2 = shiftNear(p0);
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//vec4 p3 = shiftNear(p1);
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vec4 p2 = shiftNear(p0);
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vec4 p3 = shiftNear(p1);
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if ( dot(n0 , lightDir) > 0)
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{
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gl_Position = f(p0); EmitVertex();
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gl_Position = f(p1); EmitVertex();
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gl_Position = f(p2); EmitVertex();
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gl_Position = f(p3); EmitVertex();
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}
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else
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{
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gl_Position = f(p1); EmitVertex();
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gl_Position = f(p0); EmitVertex();
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gl_Position = f(p3); EmitVertex();
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gl_Position = f(p2); EmitVertex();
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gl_Position = f(p0);
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EmitVertex();
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if (dot(n0, lightDir) > 0) {
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gl_Position = f(p2);
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EmitVertex();
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gl_Position = f(p1);
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EmitVertex();
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} else {
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gl_Position = f(p1);
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EmitVertex();
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gl_Position = f(p2);
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EmitVertex();
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}
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gl_Position = f(p3);
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EmitVertex();
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EndPrimitive();
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} else {
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}
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else { }
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}
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@@ -4,12 +4,14 @@ uniform vec4 lumRad;
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uniform sampler2D screenTexture;
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in vec2 vTexPos;
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out vec4 fColor;
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void main()
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{
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vec3 distVec = texture(screenTexture,vTexPos).xyz - lightPos;
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float dist = dot(distVec,distVec);
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if (dist > lumRad.a) {discard;}
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float x = 1 - dist / lumRad.a ;
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vec3 c = (x * x * x) * lumRad.rgb ;
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fColor = vec4(c,0);
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float rad = lumRad.a;
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void main() {
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vec3 distVec = texture(screenTexture, vTexPos).xyz - lightPos;
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float dist = dot(distVec, distVec);
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if (dist > rad) {
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discard;
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}
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float x = 1 - dist / rad;
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vec3 c = (x * x * x) * lumRad.rgb;
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fColor = vec4(c, 0);
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}
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@@ -1,68 +1,68 @@
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 8) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout(points) in;
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layout(triangle_strip, max_vertices = 18) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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uniform vec3 lightPos;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1);
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uniform float rad;
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float rad2 = rad;
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// Preprocessed to include ../functions.glsl
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float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) {
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return dot(p - a,b-a) / dot(b-a,b-a);
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}
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float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) {
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float x = closestPointOnLineParam(a,b,p);
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if (x < 0) {
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return a;
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} else{ if (x > 1) { return b; }
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{ return a + (x * (b- a));}
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}
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}
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// End include 2023-03-13 15:33:44.438312149 UTC
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vec2 shift(vec2 p) {
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return vec2(lightPos.xy + (rad2 * normalize(p - lightPos.xy)));
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}
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float isLHS(vec2 startV, vec2 testV) {
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return sign(-startV.x * testV.y + startV.y * testV.x);
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}
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// construct a box with openings on bottom face and face away from wall
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec4 p5 = shift(p1);
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vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,100,1);
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vec4 p8 = vec4 (p5.xy,100,1);
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void main() {
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vec2 p1 = gl_in[0].gl_Position.xy;
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vec2 p2 = gl_in[0].gl_Position.zw;
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vec2 closepoint = closestPointOnSeg(p1,p2,lightPos.xy);
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if (isLHS(p1 - lightPos.xy, p2 - lightPos.xy) < 0 && distance(closepoint,lightPos.xy) < rad2) {
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vec2 closeshift = (rad2 * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
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vec2 p1cs = p1 + closeshift;
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vec2 p1o = vec2( distance(p1,lightPos.xy) > rad2 ? p1cs : shift(p1) );
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vec2 p2cs = p2 + closeshift;
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vec2 p2o = vec2( distance(p2,lightPos.xy) > rad2 ? p2cs : shift(p2) );
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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vec4 a5 = theMat * p5;
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vec4 a6 = theMat * p6;
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vec4 a7 = theMat * p7;
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vec4 a8 = theMat * p8;
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gl_Position = theMat * vec4(p1o,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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EndPrimitive();
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//gl_Position = a4; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a8; EmitVertex();
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//gl_Position = a5; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a1; EmitVertex();
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//gl_Position = a4; EmitVertex();
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//gl_Position = a2; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a6; EmitVertex();
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// gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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// gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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// gl_Position = theMat * vec4(p2o,0,1); EmitVertex();
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// gl_Position = theMat * vec4(p2,0,1); EmitVertex();
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gl_Position = a1; EmitVertex();
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gl_Position = a5; EmitVertex();
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gl_Position = a3; EmitVertex();
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gl_Position = a8; EmitVertex();
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gl_Position = a4; EmitVertex();
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gl_Position = a7; EmitVertex();
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gl_Position = a2; EmitVertex();
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gl_Position = a6; EmitVertex();
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//gl_Position = a5; EmitVertex();
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//gl_Position = a1; EmitVertex();
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//gl_Position = a8; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a4; EmitVertex();
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//gl_Position = a6; EmitVertex();
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//gl_Position = a2; EmitVertex();
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gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,0,1); EmitVertex();
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EndPrimitive();
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} else {}
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} else {
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}
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}
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@@ -13,6 +13,19 @@ vec4 shift(vec4 p) { return vec4(p.xy + (200 * (p.xy - lightPos.xy)), 0, 1); }
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float isLHS(vec2 startV, vec2 testV) {
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return sign(-startV.x * testV.y + startV.y * testV.x);
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}
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// Preprocessed to include ../functions.glsl
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float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) {
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return dot(p - a,b-a) / dot(b-a,b-a);
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}
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vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) {
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float x = closestPointOnLineParam(a,b,p);
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if (x < 0) {
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return a;
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} else{ if (x > 1) { return b; }
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{ return a + (x * (b- a));}
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}
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}
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// End include 2023-03-13 15:33:44.454374887 UTC
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// construct a box with openings on bottom face and face away from wall
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void main() {
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vec4 p1 = vec4(gl_in[0].gl_Position.xy, 0, 1);
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@@ -10,7 +10,7 @@ defaultLS =
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, _lsParam =
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LSParam
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{ _lsPos = V3 0 0 50
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, _lsRad = 700
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, _lsRad = 450
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, _lsCol = 0.6
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}
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, _lsDir = 0
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@@ -2,9 +2,7 @@ module Dodge.LightSource (
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tlsTimeRadFunPos,
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tlsTimeRadColPos,
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lsRadCol,
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lsPosRadCol,
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lsColPosRad,
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lsPosColRad,
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lsColPos,
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lsPosCol,
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lsPosRad,
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@@ -46,27 +44,22 @@ tlsTimeRadFunPos t rmax intensityF p =
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||||
-- & tlsParam . lsCol .~ f (intensityF (_tlsTime tls) )
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||||
-- f x' = V3 x' x' x'
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||||
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lsPosColRad :: Point3 -> Point3 -> Float -> LightSource
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lsPosColRad p col = lsColPosRad col p
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lsPosRadCol :: Point3 -> Float -> Point3 -> LightSource
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||||
lsPosRadCol p r col =
|
||||
defaultLS
|
||||
& lsParam . lsPos .~ p
|
||||
& lsParam . lsRad .~ r
|
||||
& lsParam . lsCol .~ col
|
||||
|
||||
lsColPosID :: Point3 -> Point3 -> Int -> LightSource
|
||||
lsColPosID col p i = lsColPos col p & lsID .~ i
|
||||
|
||||
lsColPos :: Point3 -> Point3 -> LightSource
|
||||
lsColPos col pos = lsColPosRad col pos 700
|
||||
lsColPos col pos = lsColPosRad col pos 450
|
||||
|
||||
lsPosCol :: Point3 -> Point3 -> LightSource
|
||||
lsPosCol pos col = lsColPos col pos
|
||||
|
||||
lsColPosRad :: Point3 -> Point3 -> Float -> LightSource
|
||||
lsColPosRad col pos r = lsPosRadCol pos r col
|
||||
lsColPosRad col p r =
|
||||
defaultLS
|
||||
& lsParam . lsPos .~ p
|
||||
& lsParam . lsRad .~ r
|
||||
& lsParam . lsCol .~ col
|
||||
|
||||
|
||||
lsRadCol :: Float -> Point3 -> LightSource
|
||||
lsRadCol r col =
|
||||
|
||||
+12
-27
@@ -114,14 +114,18 @@ doDrawing' win pdata u = do
|
||||
glClear $ sum [GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT]
|
||||
glDepthFunc GL_LESS
|
||||
-- draw wall occlusions from the camera's point of view
|
||||
glUseProgram (pdata ^. lightingWallShadShader . shadProg')
|
||||
-- glEnable GL_CULL_FACE
|
||||
-- glCullFace GL_BACK
|
||||
glUseProgram (pdata ^. lightingWallShadShader . shadName)
|
||||
glUniform3f (pdata ^?! lightingWallShadShader . shadUnis' . ix 0) vfx vfy 20
|
||||
glUniform1f (pdata ^?! lightingWallShadShader . shadUnis' . ix 1) 100
|
||||
glBindVertexArray $ pdata ^. lightingWallShadShader . shadVAO' . vaoName
|
||||
unless (debugOn Remove_LOS cfig) $
|
||||
glDrawArrays
|
||||
(marshalEPrimitiveMode $ pdata ^. lightingWallShadShader . shadPrim')
|
||||
0
|
||||
(fromIntegral nWalls)
|
||||
-- glDisable GL_CULL_FACE
|
||||
--draw walls onto base buffer
|
||||
if cfig ^. graphics_wall_textured
|
||||
then renderTextureWalls pdata nWalls
|
||||
@@ -130,7 +134,7 @@ doDrawing' win pdata u = do
|
||||
renderLayer BottomLayer shadV layerCounts
|
||||
--draw object shapes onto base buffer
|
||||
let fs = _shapeShader pdata
|
||||
glUseProgram (_shadProg' fs)
|
||||
glUseProgram (_shadName fs)
|
||||
glBindVertexArray $ fs ^. shadVAO' . vaoName
|
||||
glDrawElements
|
||||
(marshalEPrimitiveMode $ _shadPrim' fs)
|
||||
@@ -140,7 +144,6 @@ doDrawing' win pdata u = do
|
||||
--draw floor onto base buffer
|
||||
drawShader (_textureArrayShader pdata) nFls
|
||||
--draw lightmap into its own buffer
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
|
||||
createLightMap
|
||||
cfig
|
||||
pdata
|
||||
@@ -159,6 +162,11 @@ doDrawing' win pdata u = do
|
||||
glEnable GL_BLEND
|
||||
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
with GL_COLOR_ATTACHMENT0 $ \ptr ->
|
||||
glInvalidateNamedFramebufferData
|
||||
(pdata ^. fboLighting . _1 . unFBO)
|
||||
1
|
||||
ptr
|
||||
--draw bloom onto bloom buffer
|
||||
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBloom . _1 . unFBO)
|
||||
glClear GL_COLOR_BUFFER_BIT
|
||||
@@ -168,21 +176,17 @@ doDrawing' win pdata u = do
|
||||
renderLayer BloomNoZWrite shadV layerCounts
|
||||
glDepthMask GL_TRUE
|
||||
renderLayer BloomLayer shadV layerCounts
|
||||
--glDepthMask GL_TRUE
|
||||
--setup downscale viewport for blurring bloom
|
||||
setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
|
||||
--bindFramebuffer Framebuffer $= fst (_fboHalf1 pdata)
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboHalf1 pdata)))
|
||||
glDepthFunc GL_ALWAYS
|
||||
--textureBinding Texture2D $= pdata ^? fboBloom . _2 -- Just (snd $ _fboBloom pdata)
|
||||
glBindTexture GL_TEXTURE_2D (pdata ^. fboBloom . _2 . unTO) -- Just (snd $ _fboBloom pdata)
|
||||
glBindTexture GL_TEXTURE_2D (pdata ^. fboBloom . _2 . unTO)
|
||||
glDisable GL_BLEND
|
||||
drawShader (_bloomBlurShader pdata) 4
|
||||
replicateM_ 9 $ pingPongBetween (_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
|
||||
glEnable GL_BLEND
|
||||
setViewportSize (round winx `div` resFact) (round winy `div` resFact)
|
||||
--draw clouds onto cloud buffer
|
||||
--bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
|
||||
glDepthFunc GL_LEQUAL
|
||||
glDepthMask GL_FALSE
|
||||
@@ -191,24 +195,20 @@ doDrawing' win pdata u = do
|
||||
--blendColor $= Color4 0.5 0.5 0.5 0.5
|
||||
--glBlendFuncSeparate GL_SRC_ALPHASaturate,One) , (One,GL_ONE_MINUS_SRC_ALPHA))
|
||||
glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
|
||||
--drawBuffers $= [FBOColorAttachment 0, NoBuffers]
|
||||
withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
|
||||
glClear GL_COLOR_BUFFER_BIT
|
||||
renderLayer MidLayer shadV layerCounts
|
||||
--renderWindows pdata windowPoints
|
||||
drawShader (_windowShader pdata) nWins
|
||||
when (_graphics_cloud_shadows cfig) $ do
|
||||
----render transparency depths
|
||||
glDepthMask GL_TRUE
|
||||
glDisable GL_BLEND
|
||||
withArray [GL_NONE, GL_COLOR_ATTACHMENT1] $ \ptr -> glDrawBuffers 2 ptr
|
||||
--drawBuffers $= [NoBuffers, FBOColorAttachment 1]
|
||||
renderLayer MidLayer shadV layerCounts
|
||||
drawShader (_windowShader pdata) nWins
|
||||
----draw lightmap for cloud buffer
|
||||
glDepthMask GL_FALSE
|
||||
glEnable GL_BLEND
|
||||
--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
|
||||
createLightMap
|
||||
cfig
|
||||
@@ -224,31 +224,24 @@ doDrawing' win pdata u = do
|
||||
glClearColor 0 0 0 0
|
||||
--apply lightmap to cloud buffer
|
||||
glClearColor 0 0 0 0
|
||||
--bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
|
||||
glDepthMask GL_FALSE
|
||||
--drawBuffers $= [FBOColorAttachment 0, NoBuffers]
|
||||
withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
|
||||
glDepthFunc GL_ALWAYS
|
||||
--textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
|
||||
glBindTexture GL_TEXTURE_2D (_unTO . snd $ _fboLighting pdata)
|
||||
glEnable GL_BLEND
|
||||
--glBlendFunc GL_ZERO, GL_ONE_MINUS_SRC_ALPHA)
|
||||
glBlendFuncSeparate GL_ZERO GL_ONE_MINUS_SRC_COLOR GL_ZERO GL_ONE
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
||||
-- bind base buffer for drawing bloom then clouds
|
||||
--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
|
||||
--Draw blurred bloom onto base buffer
|
||||
glEnable GL_BLEND
|
||||
glBlendFunc GL_SRC_ALPHA GL_ONE
|
||||
--textureBinding Texture2D $= Just (snd $ _fboHalf1 pdata)
|
||||
glBindTexture GL_TEXTURE_2D (_unTO . snd $ _fboHalf1 pdata)
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
||||
--draw shadowed clouds onto base buffer
|
||||
--textureBinding Texture2D $= Just (fst $ snd $ _fboCloud pdata)
|
||||
glBindTexture GL_TEXTURE_2D (_unTO . fst . snd $ _fboCloud pdata)
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
--set viewport for radial distortion
|
||||
@@ -260,7 +253,6 @@ doDrawing' win pdata u = do
|
||||
[] -> do
|
||||
bindTO $ fst $ snd $ _fboBase pdata
|
||||
glBindFramebuffer GL_FRAMEBUFFER 0
|
||||
--bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
rds -> do
|
||||
let bindDrawDist :: Distortion -> IO ()
|
||||
@@ -270,14 +262,11 @@ doDrawing' win pdata u = do
|
||||
drawShader (_barrelShader pdata) 1
|
||||
fboList =
|
||||
take (length rds - 1) (concat (repeat [fst $ _fbo2 pdata, fst $ _fbo3 pdata]))
|
||||
-- ++ [defaultFramebufferObject]
|
||||
++ [FBO 0]
|
||||
toList = fst (snd (_fboBase pdata)) : concat (repeat [snd $ _fbo2 pdata, snd $ _fbo3 pdata])
|
||||
bindings = zipWith (>>) (map bindFBO fboList) (map bindTO toList)
|
||||
glActiveTexture GL_TEXTURE1
|
||||
--activeTexture $= TextureUnit 1
|
||||
zipWithM_ (>>) bindings $ map bindDrawDist rds
|
||||
--activeTexture $= TextureUnit 0
|
||||
glActiveTexture GL_TEXTURE1
|
||||
glDepthFunc GL_ALWAYS
|
||||
glEnable GL_BLEND
|
||||
@@ -288,7 +277,6 @@ doDrawing' win pdata u = do
|
||||
glDepthMask GL_FALSE
|
||||
glEnable GL_BLEND
|
||||
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
||||
--bufferUBO (pdata ^. matUBO) $ isoMatrix 0 1 (V2 0 0) (V2 2 2)
|
||||
glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. isoMatUBO)
|
||||
renderLayer FixedCoordLayer shadV layerCounts
|
||||
renderFoldable shadV $ fixedCoordPictures u
|
||||
@@ -303,9 +291,6 @@ doDrawing' win pdata u = do
|
||||
)
|
||||
SDL.glSwapWindow win
|
||||
|
||||
-- eTicks <- SDL.ticks
|
||||
-- return (eTicks - sTicks)
|
||||
|
||||
fpsText :: (Show a, Ord a, Num a) => a -> Picture
|
||||
fpsText x = color col $ text $ "ms/frame " ++ show x
|
||||
where
|
||||
|
||||
@@ -26,7 +26,7 @@ drawCPUShadows pdata s pos rad = do
|
||||
0
|
||||
(fromIntegral $ floatSize * i)
|
||||
(theshad ^. shadVAO' . vaoVBO . vboPtr)
|
||||
glUseProgram (theshad ^. shadProg')
|
||||
glUseProgram (theshad ^. shadName)
|
||||
glBindVertexArray . _vaoName $ _shadVAO' theshad
|
||||
glDrawArrays
|
||||
(marshalEPrimitiveMode $ _shadPrim' theshad)
|
||||
|
||||
@@ -126,7 +126,7 @@ rezColor = do
|
||||
col <- takeOne [V3 0.0 0.1 0.5, V3 0.0 0.5 0.1]
|
||||
h <- takeOne [30, 50, 80, 90, 90, 90, 90]
|
||||
rad <- takeOne [150, 200, 200, 250, 250, 300, 300, 300]
|
||||
return $ lsPosColRad (V3 0 0 h) col rad
|
||||
return $ lsColPosRad col (V3 0 0 h) rad
|
||||
|
||||
rezInvBox :: LightSource -> Room
|
||||
rezInvBox = swapInOutLinks . rezBox
|
||||
|
||||
@@ -26,7 +26,7 @@ roomCritLS = do
|
||||
col <- takeOne [0.5, 0.6]
|
||||
h <- takeOne [30, 35]
|
||||
rad <- takeOne [300]
|
||||
return $ lsPosColRad (V3 0 0 h) col rad
|
||||
return $ lsColPosRad col (V3 0 0 h) rad
|
||||
|
||||
smallRoom :: Room
|
||||
smallRoom = corridorWallN & rmRandPSs .~ [psRandRanges (15, 25) (30, 45) (pi, 2 * pi)]
|
||||
|
||||
+170
-126
@@ -1,31 +1,38 @@
|
||||
{-# LANGUAGE BangPatterns #-}
|
||||
|
||||
--{-# LANGUAGE TupleSections #-}
|
||||
{- Testing for and finding intersection points. -}
|
||||
module Geometry.Intersect where
|
||||
import Geometry.Data
|
||||
import Geometry.Vector
|
||||
import Geometry.LHS
|
||||
import Control.Applicative
|
||||
|
||||
import Control.Applicative
|
||||
import Data.List
|
||||
import Data.Maybe
|
||||
import Geometry.Data
|
||||
import Geometry.LHS
|
||||
import Geometry.Vector
|
||||
|
||||
-- | If two lines intersect, return 'Just' that point.
|
||||
intersectLineLine' :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
|
||||
{-# INLINE intersectLineLine' #-}
|
||||
intersectLineLine' (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4)
|
||||
| den == 0 = Nothing
|
||||
| otherwise = Just $ V2 (x1 + (x2-x1)*t'/den) (y1 + (y2-y1)*t'/den)
|
||||
| otherwise = Just $ V2 (x1 + (x2 - x1) * t' / den) (y1 + (y2 - y1) * t' / den)
|
||||
where
|
||||
den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)
|
||||
t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4)
|
||||
den = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4)
|
||||
t' = (x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)
|
||||
|
||||
intersectSegSegErrorTest :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
|
||||
{-# INLINE intersectSegSegErrorTest #-}
|
||||
intersectSegSegErrorTest a b c d = case intersectSegSeg a b c d of
|
||||
Nothing | intersectSegSegFullTest a b c d ->
|
||||
error $ "intersectSegSeg did not intersect"++show a ++ show b ++ show c++ show d
|
||||
Just x | not $ intersectSegSegFullTest a b c d ->
|
||||
error $ "intersectSegSeg did intersect"++show a ++ show b ++ show c++ show d
|
||||
++ " at " ++ show x
|
||||
Nothing
|
||||
| intersectSegSegFullTest a b c d ->
|
||||
error $ "intersectSegSeg did not intersect" ++ show a ++ show b ++ show c ++ show d
|
||||
Just x
|
||||
| not $ intersectSegSegFullTest a b c d ->
|
||||
error $
|
||||
"intersectSegSeg did intersect" ++ show a ++ show b ++ show c ++ show d
|
||||
++ " at "
|
||||
++ show x
|
||||
m -> m
|
||||
|
||||
-- | If two segments intersect, return 'Just' that point.
|
||||
@@ -34,129 +41,146 @@ intersectSegSeg :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
|
||||
intersectSegSeg (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4)
|
||||
| V2 x1 y1 == V2 x2 y2 || V2 x3 y3 == V2 x4 y4 = Nothing
|
||||
| den == 0 = Nothing
|
||||
| den > 0 && (t' < 0 || u' < 0 || t' > den || u' > den)
|
||||
= Nothing
|
||||
| den < 0 && (t' > 0 || u' > 0 || t' < den || u' < den)
|
||||
= Nothing
|
||||
| otherwise = Just $ V2 (x1 + (x2-x1)*t'/den) (y1 + (y2-y1)*t'/den)
|
||||
| den > 0 && (t' < 0 || u' < 0 || t' > den || u' > den) =
|
||||
Nothing
|
||||
| den < 0 && (t' > 0 || u' > 0 || t' < den || u' < den) =
|
||||
Nothing
|
||||
| otherwise = Just $ V2 (x1 + (x2 - x1) * t' / den) (y1 + (y2 - y1) * t' / den)
|
||||
where
|
||||
den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)
|
||||
t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4)
|
||||
u' = (y1-y2)*(x1-x3) - (x1-x2)*(y1-y3)
|
||||
-- | Intended to intersect a segment with a half-line-segment, ie a segment
|
||||
-- extending infinitely in one direction.
|
||||
den = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4)
|
||||
t' = (x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)
|
||||
u' = (y1 - y2) * (x1 - x3) - (x1 - x2) * (y1 - y3)
|
||||
|
||||
{- | Intended to intersect a segment with a half-line-segment, ie a segment
|
||||
extending infinitely in one direction.
|
||||
-}
|
||||
intersectSegLineFrom :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
|
||||
{-# INLINE intersectSegLineFrom #-}
|
||||
intersectSegLineFrom (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4)
|
||||
| den == 0 = Nothing
|
||||
| den > 0 && ( t' < 0 || u' < 0 || t' > den )
|
||||
= Nothing
|
||||
| den < 0 && ( t' > 0 || u' > 0 || t' < den )
|
||||
= Nothing
|
||||
| otherwise = Just $ V2 (x1 + (x2-x1)*t'/den) (y1 + (y2-y1)*t'/den)
|
||||
| den > 0 && (t' < 0 || u' < 0 || t' > den) =
|
||||
Nothing
|
||||
| den < 0 && (t' > 0 || u' > 0 || t' < den) =
|
||||
Nothing
|
||||
| otherwise = Just $ V2 (x1 + (x2 - x1) * t' / den) (y1 + (y2 - y1) * t' / den)
|
||||
where
|
||||
den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)
|
||||
t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4)
|
||||
u' = (y1-y2)*(x1-x3) - (x1-x2)*(y1-y3)
|
||||
den = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4)
|
||||
t' = (x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)
|
||||
u' = (y1 - y2) * (x1 - x3) - (x1 - x2) * (y1 - y3)
|
||||
|
||||
-- | Similar to 'intersectSegLineFrom'', but this version is probably not correct...
|
||||
intersectSegLineext :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
|
||||
{-# INLINE intersectSegLineext #-}
|
||||
intersectSegLineext (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4)
|
||||
| den == 0 = Nothing
|
||||
| den > 0 && ( t' < 0 || u' < den || t' > den )
|
||||
= Nothing
|
||||
| den < 0 && ( t' > 0 || u' > - den || t' < den )
|
||||
= Nothing
|
||||
| otherwise = Just $ V2 (x1 + (x2-x1)*t'/den) (y1 + (y2-y1)*t'/den)
|
||||
| den > 0 && (t' < 0 || u' < den || t' > den) =
|
||||
Nothing
|
||||
| den < 0 && (t' > 0 || u' > - den || t' < den) =
|
||||
Nothing
|
||||
| otherwise = Just $ V2 (x1 + (x2 - x1) * t' / den) (y1 + (y2 - y1) * t' / den)
|
||||
where
|
||||
den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)
|
||||
t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4)
|
||||
u' = (y1-y2)*(x1-x3) - (x1-x2)*(y1-y3)
|
||||
den = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4)
|
||||
t' = (x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)
|
||||
u' = (y1 - y2) * (x1 - x3) - (x1 - x2) * (y1 - y3)
|
||||
|
||||
-- | Intersect a segment with a line.
|
||||
intersectSegLine :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
|
||||
{-# INLINE intersectSegLine #-}
|
||||
intersectSegLine (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4)
|
||||
| den == 0 = Nothing
|
||||
| den > 0 && (t' < 0 || t' > den)
|
||||
= Nothing
|
||||
| den < 0 && (t' > 0 || t' < den)
|
||||
= Nothing
|
||||
| otherwise = Just $ V2 (x1 + (x2-x1)*t'/den) ( y1 + (y2-y1)*t'/den)
|
||||
| den > 0 && (t' < 0 || t' > den) =
|
||||
Nothing
|
||||
| den < 0 && (t' > 0 || t' < den) =
|
||||
Nothing
|
||||
| otherwise = Just $ V2 (x1 + (x2 - x1) * t' / den) (y1 + (y2 - y1) * t' / den)
|
||||
where
|
||||
den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)
|
||||
t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4)
|
||||
--u' = (y1-y2)*(x1-x3) - (x1-x2)*(y1-y3)
|
||||
den = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4)
|
||||
t' = (x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)
|
||||
|
||||
--u' = (y1-y2)*(x1-x3) - (x1-x2)*(y1-y3)
|
||||
|
||||
-- | A test that should align with Just values from intersectSegSeg.
|
||||
intersectSegSegFullTest
|
||||
:: Point2
|
||||
-> Point2
|
||||
-> Point2
|
||||
-> Point2
|
||||
-> Bool
|
||||
intersectSegSegFullTest ::
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Bool
|
||||
{-# INLINE intersectSegSegFullTest #-}
|
||||
intersectSegSegFullTest x y z w
|
||||
= f x y z w && f z w x y && x /= y && z /= w
|
||||
intersectSegSegFullTest x y z w =
|
||||
f x y z w && f z w x y && x /= y && z /= w
|
||||
&& normalizeV (x -.- y) /= normalizeV (z -.- w)
|
||||
&& normalizeV (y -.- x) /= normalizeV (z -.- w)
|
||||
where
|
||||
f a b c d = ( not (isRHS a b c) && not (isLHS a b d) )
|
||||
|| ( not (isLHS a b c) && not (isRHS a b d) )
|
||||
-- | It is not always necessary to find a point of intersection, sometimes a
|
||||
-- test may suffice.
|
||||
intersectSegSegTest
|
||||
:: Point2
|
||||
-> Point2
|
||||
-> Point2
|
||||
-> Point2
|
||||
-> Bool
|
||||
f a b c d =
|
||||
(not (isRHS a b c) && not (isLHS a b d))
|
||||
|| (not (isLHS a b c) && not (isRHS a b d))
|
||||
|
||||
{- | It is not always necessary to find a point of intersection, sometimes a
|
||||
test may suffice.
|
||||
-}
|
||||
intersectSegSegTest ::
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Bool
|
||||
{-# INLINE intersectSegSegTest #-}
|
||||
intersectSegSegTest x y z w
|
||||
= f x y z w && f z w x y && x /= y && z /= w
|
||||
intersectSegSegTest x y z w =
|
||||
f x y z w && f z w x y && x /= y && z /= w
|
||||
where
|
||||
f a b c d = ( not (isRHS a b c) && not (isLHS a b d) )
|
||||
|| ( not (isLHS a b c) && not (isRHS a b d) )
|
||||
intersectSegSegPreTest
|
||||
:: Point2
|
||||
-> Point2
|
||||
-> Point2
|
||||
-> Point2
|
||||
-> Maybe Point2
|
||||
f a b c d =
|
||||
(not (isRHS a b c) && not (isLHS a b d))
|
||||
|| (not (isLHS a b c) && not (isRHS a b d))
|
||||
|
||||
intersectSegSegPreTest ::
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Maybe Point2
|
||||
{-# INLINE intersectSegSegPreTest #-}
|
||||
intersectSegSegPreTest a b c d
|
||||
| intersectSegSegTest a b c d = myIntersectSegSeg a b c d
|
||||
| otherwise = Nothing
|
||||
-- | Due to floating point issues, 'intersectSegSeg'' is not always
|
||||
-- accurate---'myIntersectSegSeg'
|
||||
-- fixes at least some of
|
||||
-- the problem cases by transforming the points into rationals and then doing the
|
||||
-- intersection.
|
||||
-- This version is, probably, slower---both testing and benchmarking should be
|
||||
-- done.
|
||||
myIntersectSegSeg
|
||||
:: Point2
|
||||
-> Point2
|
||||
-> Point2
|
||||
-> Point2
|
||||
-> Maybe Point2
|
||||
|
||||
{- | Due to floating point issues, 'intersectSegSeg'' is not always
|
||||
accurate---'myIntersectSegSeg'
|
||||
fixes at least some of
|
||||
the problem cases by transforming the points into rationals and then doing the
|
||||
intersection.
|
||||
This version is, probably, slower---both testing and benchmarking should be
|
||||
done.
|
||||
-}
|
||||
myIntersectSegSeg ::
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Point2 ->
|
||||
Maybe Point2
|
||||
{-# INLINE myIntersectSegSeg #-}
|
||||
myIntersectSegSeg a@(V2 ax ay) b@(V2 bx by) c@(V2 cx cy) d@(V2 dx dy) = case ratIntersectLineLine a b c d of
|
||||
Nothing -> Nothing
|
||||
Just (V2 x y) -> if inbetween x && inbetween' y
|
||||
Just (V2 x y) ->
|
||||
if inbetween x && inbetween' y
|
||||
then Just (V2 x y)
|
||||
else Nothing
|
||||
where
|
||||
inbetween x = ((ax <= x && x <= bx) || (bx <= x && x <= ax))
|
||||
inbetween x =
|
||||
((ax <= x && x <= bx) || (bx <= x && x <= ax))
|
||||
&& ((cx <= x && x <= dx) || (dx <= x && x <= cx))
|
||||
inbetween' y = ((ay <= y && y <= by) || (by <= y && y <= ay))
|
||||
inbetween' y =
|
||||
((ay <= y && y <= by) || (by <= y && y <= ay))
|
||||
&& ((cy <= y && y <= dy) || (dy <= y && y <= cy))
|
||||
|
||||
-- | Polymorphic intersection of fractional line points.
|
||||
myIntersectLineLine :: (Eq a,Fractional a) => V2 a -> V2 a -> V2 a -> V2 a -> Maybe (V2 a)
|
||||
myIntersectLineLine :: (Eq a, Fractional a) => V2 a -> V2 a -> V2 a -> V2 a -> Maybe (V2 a)
|
||||
{-# INLINE myIntersectLineLine #-}
|
||||
myIntersectLineLine a@(V2 ax _) b c@(V2 cx _) d
|
||||
| isNothing (linGrad a b) = V2 ax <$> axisInt (c *-* V2 ax 0) (d *-* V2 ax 0)
|
||||
| isNothing (linGrad c d) = V2 cx <$> axisInt (a *-* V2 cx 0) (b *-* V2 cx 0)
|
||||
| otherwise
|
||||
= case linGrad a b ^-^ linGrad c d of
|
||||
| otherwise =
|
||||
case linGrad a b ^-^ linGrad c d of
|
||||
Just 0 -> Nothing
|
||||
_ -> liftA2 V2 newx ((linGrad a b ^*^ newx) ^+^ axisInt a b)
|
||||
where
|
||||
@@ -165,15 +189,18 @@ myIntersectLineLine a@(V2 ax _) b c@(V2 cx _) d
|
||||
(^/^) = liftA2 (/)
|
||||
(^*^) = liftA2 (*)
|
||||
newx = (axisInt c d ^-^ axisInt a b) ^/^ (linGrad a b ^-^ linGrad c d)
|
||||
(*-*) (V2 ax' ay) (V2 bx by) = V2 (ax'-bx) (ay-by)
|
||||
(*-*) (V2 ax' ay) (V2 bx by) = V2 (ax' - bx) (ay - by)
|
||||
|
||||
-- | Transforms floating points to rationals then performs line intersection.
|
||||
ratIntersectLineLine :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
|
||||
{-# INLINE ratIntersectLineLine #-}
|
||||
ratIntersectLineLine a b c d = toNumPoint2
|
||||
ratIntersectLineLine a b c d =
|
||||
toNumPoint2
|
||||
<$> myIntersectLineLine (toRatPoint2 a) (toRatPoint2 b) (toRatPoint2 c) (toRatPoint2 d)
|
||||
where
|
||||
toRatPoint2 (V2 x y) = V2 (toRational x) (toRational y)
|
||||
toNumPoint2 (V2 x y) = V2 (fromRational x) (fromRational y)
|
||||
|
||||
{- | Round the floats within a 'Point2' to the nearest integer.
|
||||
__Examples__
|
||||
Rounding jumps after intervals of .5:
|
||||
@@ -188,62 +215,79 @@ but is symmetric around 0:
|
||||
-}
|
||||
roundPoint2 :: Point2 -> Point2
|
||||
roundPoint2 (V2 x y) = V2 (fromIntegral (round x :: Int)) (fromIntegral (round y :: Int))
|
||||
|
||||
-- | Given two points, finds the linear gradient if it is non-infinite.
|
||||
linGrad :: (Eq a,Fractional a) => V2 a -> V2 a -> Maybe a
|
||||
linGrad :: (Eq a, Fractional a) => V2 a -> V2 a -> Maybe a
|
||||
{-# INLINE linGrad #-}
|
||||
linGrad (V2 x y) (V2 a b)
|
||||
| x-a == 0 = Nothing
|
||||
| otherwise = Just $ (y-b)/(x-a)
|
||||
| x - a == 0 = Nothing
|
||||
| otherwise = Just $ (y - b) / (x - a)
|
||||
|
||||
-- | Given two points, finds the intersection with the y axis if it exists.
|
||||
axisInt :: (Eq a,Fractional a) => V2 a -> V2 a -> Maybe a
|
||||
axisInt :: (Eq a, Fractional a) => V2 a -> V2 a -> Maybe a
|
||||
{-# INLINE axisInt #-}
|
||||
axisInt p (V2 a b) = (\lg -> b - (a*lg)) <$> linGrad p (V2 a b)
|
||||
axisInt p (V2 a b) = (\lg -> b - (a * lg)) <$> linGrad p (V2 a b)
|
||||
|
||||
-- | Placeholder, undefined.
|
||||
intersectSegsSeg :: [Point2] -> Point2 -> Point2 -> Maybe Point2
|
||||
intersectSegsSeg = undefined
|
||||
|
||||
-- | Placeholder: should intersect a segment with a bezier curve.
|
||||
intersectSegBezquad :: Point2 -> Point2 -> Point2 -> Point2 -> Point2 -> [Point2]
|
||||
intersectSegBezquad = undefined
|
||||
|
||||
-- | finds one (if any) of the points of intersection between a segment and a
|
||||
-- polygon.
|
||||
-- Can almost certainly be optimised.
|
||||
{- | finds one (if any) of the points of intersection between a segment and a
|
||||
polygon.
|
||||
Can almost certainly be optimised.
|
||||
-}
|
||||
intersectSegPolyFirst :: Point2 -> Point2 -> [Point2] -> Maybe Point2
|
||||
intersectSegPolyFirst a b xs = foldr (<|>) Nothing $ zipWith lineColl xs (tail xs ++ [head xs])
|
||||
where
|
||||
lineColl = intersectSegSeg a b
|
||||
|
||||
-- | Given a line and a point return the point on the line closest to the
|
||||
-- point.
|
||||
closestPointOnLine
|
||||
:: Point2 -- ^ First line point.
|
||||
-> Point2 -- ^ Second line point.
|
||||
-> Point2 -- ^ Point not on line.
|
||||
-> Point2
|
||||
{- | Given a line and a point return the point on the line closest to the
|
||||
point.
|
||||
-}
|
||||
closestPointOnLine ::
|
||||
-- | First line point.
|
||||
Point2 ->
|
||||
-- | Second line point.
|
||||
Point2 ->
|
||||
-- | Point not on line.
|
||||
Point2 ->
|
||||
Point2
|
||||
{-# INLINE closestPointOnLine #-}
|
||||
closestPointOnLine !a !b !p = a +.+ u *.* (b -.- a)
|
||||
where u = closestPointOnLineParam a b p
|
||||
-- | Given a line and a point return a value corresponding to how far along the
|
||||
-- line the point is.
|
||||
closestPointOnLineParam
|
||||
:: Point2 -- ^ First line point.
|
||||
-> Point2 -- ^ Second line point.
|
||||
-> Point2 -- ^ Point not on line.
|
||||
-> Float
|
||||
{-# INLINE closestPointOnLineParam #-}
|
||||
closestPointOnLineParam !a !b !p
|
||||
= (p -.- a) `dotV` (b -.- a) / (b -.- a) `dotV` (b -.- a)
|
||||
where
|
||||
u = closestPointOnLineParam a b p
|
||||
|
||||
-- | Given a segment and external point, find the closest point on the segment.
|
||||
-- clamps to the end of the segment
|
||||
{- | Given a line and a point return a value corresponding to how far along the
|
||||
line the point is.
|
||||
-}
|
||||
closestPointOnLineParam ::
|
||||
-- | First line point.
|
||||
Point2 ->
|
||||
-- | Second line point.
|
||||
Point2 ->
|
||||
-- | Point not on line.
|
||||
Point2 ->
|
||||
Float
|
||||
{-# INLINE closestPointOnLineParam #-}
|
||||
closestPointOnLineParam !a !b !p =
|
||||
(p -.- a) `dotV` (b -.- a) / (b -.- a) `dotV` (b -.- a)
|
||||
|
||||
{- | Given a segment and external point, find the closest point on the segment.
|
||||
clamps to the end of the segment
|
||||
-}
|
||||
closestPointOnSeg :: Point2 -> Point2 -> Point2 -> Point2
|
||||
closestPointOnSeg segP1 segP2 p
|
||||
| closestPointOnLineParam segP1 segP2 p <= 0 = segP1
|
||||
| closestPointOnLineParam segP1 segP2 p >= 1 = segP2
|
||||
| otherwise = closestPointOnLine segP1 segP2 p
|
||||
|
||||
-- | Given a segment and external point, find the closest point on the segment.
|
||||
-- does not return closest points beyond the segment
|
||||
{- | Given a segment and external point, find the closest point on the segment.
|
||||
does not return closest points beyond the segment
|
||||
-}
|
||||
orthogonalPointOnSeg :: Point2 -> Point2 -> Point2 -> Maybe Point2
|
||||
orthogonalPointOnSeg a b p
|
||||
| param < 0 || param > 1 = Nothing
|
||||
@@ -259,7 +303,7 @@ inSegArea a b c = param >= 0 && param <= dotV (b -.- a) (b -.- a)
|
||||
intersectCircSeg :: Point2 -> Float -> Point2 -> Point2 -> [Point2]
|
||||
intersectCircSeg c r a b
|
||||
| y < 0 = []
|
||||
| otherwise = nub $ filter (inSegArea a b) [ d -.- v, d +.+ v ]
|
||||
| otherwise = nub $ filter (inSegArea a b) [d -.- v, d +.+ v]
|
||||
where
|
||||
d = closestPointOnLine a b c
|
||||
x = dist d c
|
||||
|
||||
@@ -24,6 +24,8 @@ import SDL
|
||||
import System.Mem
|
||||
import Data.Foldable
|
||||
|
||||
-- the following can break if passed a window config not set up for opengl
|
||||
|
||||
-- | Create a game loop with an SDL window.
|
||||
setupLoop ::
|
||||
-- | Target seconds per frame
|
||||
|
||||
@@ -131,7 +131,7 @@ preloadRender = do
|
||||
-- lighting shaders
|
||||
lightingWallShadShad <-
|
||||
makeShaderUsingVAO "lighting/wallShadow" [vert, geom, frag] EPoints wpVAO
|
||||
>>= addUniforms ["lightPos"]
|
||||
>>= addUniforms ["lightPos","rad"]
|
||||
lightingCapShad <-
|
||||
makeShaderUsingVAO "lighting/cap" [vert, geom] ETriangles shPosVAO
|
||||
>>= addUniforms ["lightPos"]
|
||||
|
||||
+21
-27
@@ -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
|
||||
|
||||
+2
-2
@@ -26,7 +26,7 @@ drawShaderLay :: Int -> UMV.MVector (PrimState IO) Int -> Int -> FullShader -> I
|
||||
drawShaderLay l countsVector shadIn fs = do
|
||||
i <- UMV.read countsVector shadIn
|
||||
--currentProgram $= Just (_shadProg' fs)
|
||||
glUseProgram (_shadProg' fs)
|
||||
glUseProgram (_shadName fs)
|
||||
glBindVertexArray $ fs ^. shadVAO' . vaoName
|
||||
--bindVertexArrayObject $= Just (_vaoName $ _shadVAO' fs)
|
||||
case _shadTex' fs of
|
||||
@@ -44,7 +44,7 @@ drawShader :: FullShader -> Int -> IO ()
|
||||
{-# INLINE drawShader #-}
|
||||
drawShader fs i = do
|
||||
--currentProgram $= Just (_shadProg fs)
|
||||
glUseProgram (_shadProg' fs)
|
||||
glUseProgram (_shadName fs)
|
||||
glBindVertexArray $ fs ^. shadVAO' . vaoName
|
||||
--bindVertexArrayObject $= Just (_vaoName $ _shadVAO' fs)
|
||||
case _shadTex' fs of
|
||||
|
||||
@@ -91,5 +91,5 @@ addUniforms uniStrings shad = do foldM addUniform shad uniStrings
|
||||
|
||||
addUniform :: FullShader -> String -> IO FullShader
|
||||
addUniform shad unistr = BS.useAsCString (pack unistr) $ \cstr -> do
|
||||
loc <- glGetUniformLocation (_shadProg' shad) cstr
|
||||
loc <- glGetUniformLocation (_shadName shad) cstr
|
||||
return $ shad & shadUnis' %~ (V.++ V.fromList [loc])
|
||||
|
||||
@@ -35,7 +35,7 @@ makeShader s shaderlist sizes pm = do
|
||||
vaob <- setupVAO sizes
|
||||
return $
|
||||
FullShader
|
||||
{ _shadProg' = prog
|
||||
{ _shadName = prog
|
||||
, _shadVAO' = vaob
|
||||
, _shadPrim' = pm
|
||||
, _shadTex' = Nothing
|
||||
@@ -54,7 +54,7 @@ makeByteStringShaderUsingVAO s shaderlist pm vao = do
|
||||
prog <- makeShaderProgram s shaderlist
|
||||
return $
|
||||
FullShader
|
||||
{ _shadProg' = prog
|
||||
{ _shadName = prog
|
||||
, _shadVAO' = vao
|
||||
, _shadPrim' = pm
|
||||
, _shadTex' = Nothing
|
||||
@@ -74,7 +74,7 @@ makeShaderUsingVAO s shaderlist pm theVAO = do
|
||||
prog <- makeSourcedShader s shaderlist
|
||||
return $
|
||||
FullShader
|
||||
{ _shadProg' = prog
|
||||
{ _shadName = prog
|
||||
, _shadVAO' = theVAO
|
||||
, _shadPrim' = pm
|
||||
, _shadTex' = Nothing
|
||||
@@ -101,7 +101,7 @@ makeShaderSized s shaderlist sizes ndraw pm = do
|
||||
vaob <- setupVAOSized ndraw sizes
|
||||
return $
|
||||
FullShader
|
||||
{ _shadProg' = prog
|
||||
{ _shadName = prog
|
||||
, _shadVAO' = vaob
|
||||
, _shadPrim' = pm
|
||||
, _shadTex' = Nothing
|
||||
|
||||
+2
-2
@@ -19,7 +19,7 @@ module Shader.Data
|
||||
, eboName
|
||||
, eboPtr
|
||||
|
||||
, shadProg'
|
||||
, shadName
|
||||
, shadVAO'
|
||||
, shadPrim'
|
||||
, shadTex'
|
||||
@@ -35,7 +35,7 @@ import Foreign
|
||||
import Control.Lens
|
||||
{- | Datatype containing the necessary information for a single shader. -}
|
||||
data FullShader = FullShader
|
||||
{ _shadProg' :: GLuint -- should be shaderID
|
||||
{ _shadName :: GLuint -- should be shaderID
|
||||
, _shadVAO' :: VAO
|
||||
, _shadPrim' :: EPrimitiveMode
|
||||
, _shadTex' :: Maybe ShaderTexture
|
||||
|
||||
Reference in New Issue
Block a user