Add num_shadow_casters graphics parameter, allow cycle down enum options

This commit is contained in:
2023-02-26 23:38:58 +00:00
parent bf1bd5bb0b
commit 6b0f78d4eb
9 changed files with 203 additions and 151 deletions
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+28 -1
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@@ -10,6 +10,30 @@ import qualified Data.Set as S
{-# ANN module "HLint: ignore Use camelCase" #-}
data NumShadowCasters
= NumShadowCasters0
| NumShadowCasters1
| NumShadowCasters2
| NumShadowCasters3
| NumShadowCasters4
| NumShadowCasters5
| NumShadowCasters6
| NumShadowCasters7
| NumShadowCasters8
| NumShadowCasters9
| NumShadowCasters10
| NumShadowCasters11
| NumShadowCasters12
| NumShadowCasters13
| NumShadowCasters14
| NumShadowCasters15
| NumShadowCasters16
| NumShadowCasters17
| NumShadowCasters18
| NumShadowCasters19
| NumShadowCasters20
deriving (Show,Eq,Bounded,Ord,Enum)
data Configuration = Configuration
{ _volume_master :: Float
, _volume_sound :: Float
@@ -18,6 +42,7 @@ data Configuration = Configuration
, _graphics_cloud_shadows :: Bool
, _graphics_object_shadows :: ObjectShadows
, _graphics_resolution_factor :: ResFactor
, _graphics_num_shadow_casters :: NumShadowCasters
, _windowX :: Float
, _windowY :: Float
, _windowPosX :: Int
@@ -81,7 +106,8 @@ defaultConfig =
, _graphics_wall_textured = True
, _graphics_cloud_shadows = True
, _graphics_object_shadows = GeoObjShads
, _graphics_resolution_factor = FullRes
, _graphics_resolution_factor = QuarterRes
, _graphics_num_shadow_casters = toEnum 10
, _windowX = 800
, _windowY = 600
, _windowPosX = 0
@@ -95,6 +121,7 @@ debugOn :: DebugBool -> Configuration -> Bool
debugOn db = S.member db . _debug_booleans
makeLenses ''Configuration
deriveJSON defaultOptions ''NumShadowCasters
deriveJSON defaultOptions ''ResFactor
deriveJSON defaultOptions ''ObjectShadows
deriveJSON defaultOptions ''RoomClipping
+1
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@@ -186,6 +186,7 @@ graphicsMenuOptions =
, makeBoolOption graphics_wall_textured "WALL TEXTURES"
, makeEnumOption graphics_object_shadows "OBJECT SHADOWS" id
, makeBoolOption graphics_cloud_shadows "CLOUD SHADOWS"
, makeEnumOption graphics_num_shadow_casters "SHADOW CASTERS" id
]
gameOverMenu :: Universe -> ScreenLayer
+7 -1
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@@ -11,8 +11,9 @@ makeBoolOption lns t =
(\u -> MODStringOption t (show (u ^# uvConfig . lns)))
makeEnumOption lns str sideeff =
Toggle
Toggle2
(\u -> sideeff (u & uvConfig . lns #%~ cycleEnum))
(\u -> sideeff (u & uvConfig . lns #%~ cycleDownEnum))
(\u -> MODStringOption str (show (u ^# uvConfig . lns)))
makeSubmenuOption submenu t = Toggle (pushScreen submenu) (const t)
@@ -21,3 +22,8 @@ cycleEnum :: (Eq a, Enum a, Bounded a) => a -> a
cycleEnum x
| x == maxBound = minBound
| otherwise = succ x
cycleDownEnum :: (Eq a, Enum a, Bounded a) => a -> a
cycleDownEnum x
| x == minBound = maxBound
| otherwise = pred x
+5 -5
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@@ -21,7 +21,7 @@ import Graphics.GL.Core43
import Graphics.Rendering.OpenGL hiding (color, rotate, scale, translate)
import MatrixHelper
import Render
import qualified SDL
--import qualified SDL
import Shader
import Shader.Bind
import Shader.Data
@@ -29,9 +29,9 @@ import Shader.ExtraPrimitive
import Shader.Parameters
import Shader.Poke
doDrawing :: RenderData -> Universe -> IO Word32
doDrawing :: RenderData -> Universe -> IO ()
doDrawing pdata u = do
sTicks <- SDL.ticks
-- sTicks <- SDL.ticks
let w = _uvWorld u
cfig = _uvConfig u
rot = w ^. cWorld . camPos . camRot
@@ -293,8 +293,8 @@ doDrawing pdata u = do
renderLayer FixedCoordLayer shadV layerCounts
renderFoldable shadV $ fixedCoordPictures u
depthMask $= Enabled
eTicks <- SDL.ticks
return (eTicks - sTicks)
-- eTicks <- SDL.ticks
-- return (eTicks - sTicks)
--------------------------------------------------------------------------------
-- note: currently assume there is only one UBO, we only bind it once at setup
+4 -1
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@@ -2,6 +2,7 @@ module Dodge.Render.Lights (
lightsToRender,
) where
import Data.List (sortOn)
import Data.Maybe
import Dodge.Data.LWorld
import Dodge.Data.CamPos
@@ -11,7 +12,9 @@ import qualified IntMapHelp as IM
import Control.Lens
lightsToRender :: Configuration -> CamPos -> LWorld -> [(Point3, Float, Point3)]
lightsToRender cfig campos w =
{-# INLINE lightsToRender #-}
lightsToRender cfig campos w = take (fromEnum $ cfig ^. graphics_num_shadow_casters) $
sortOn (\(_,x,_) -> negate x) $
mapMaybe getLS (IM.elems $ w ^. lightSources)
++ mapMaybe getTLS (w ^. tempLightSources)
where
+7 -1
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@@ -1,5 +1,7 @@
module Dodge.TestString where
import Dodge.Render.ShapePicture
import Dodge.Render.Lights
import Data.Aeson (ToJSON)
import Data.ByteString.Lazy.Char8 (unpack)
import qualified Data.Aeson.Encode.Pretty as AEP
@@ -10,7 +12,11 @@ import Dodge.Data.Universe
--import qualified Data.Map.Strict as M
--import qualified IntMapHelp as IM
testStringInit :: Universe -> [String]
testStringInit u = [show $ u ^? uvWorld . hud . hudElement . diSections . sssExtra . sssSelPos . _Just]
testStringInit u = [show $ length $ lightsToRender (u ^. uvConfig) (u ^. uvWorld . cWorld . camPos)
(u ^. uvWorld . cWorld . lWorld)
, show $ length $ fst $ worldSPic (u ^. uvConfig) (u ^. uvWorld)
, show $ length $ snd $ worldSPic (u ^. uvConfig) (u ^. uvWorld) ]
--[show $ u ^? uvWorld . hud . hudElement . diSections . sssExtra . sssSelPos . _Just]
-- [show $ fmap IM.keys $ u ^? uvWorld . hud . hudElement . subInventory . ciSections . sssSections]
getPretty :: ToJSON a => a -> [String]
+147 -138
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@@ -1,23 +1,22 @@
--{-# LANGUAGE TemplateHaskell #-}
--{-# OPTIONS_GHC -Wno-unused-top-binds #-}
module Preload.Render
( preloadRender
, cleanUpRenderPreload
)
where
import Shader
import Shader.Data
import Shader.Compile
import Shader.AuxAddition
import Shader.Parameters
import Shader.Bind
import Framebuffer.Setup
import Data.Preload.Render
module Preload.Render (
preloadRender,
cleanUpRenderPreload,
) where
import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
import Control.Monad
import Foreign
import Data.Preload.Render
import qualified Data.Vector.Mutable as MV
import Foreign
import Framebuffer.Setup
import Graphics.Rendering.OpenGL hiding (Point, imageHeight, scale, translate)
import Shader
import Shader.AuxAddition
import Shader.Bind
import Shader.Compile
import Shader.Data
import Shader.Parameters
numDrawableWalls :: Int
numDrawableWalls = 5000
@@ -33,12 +32,12 @@ preloadRender = do
wpVBOname <- genObjectName
wpVBOptr <- mallocArray (8 * numDrawableWalls)
bindBuffer ArrayBuffer $= Just wpVBOname
bufferData ArrayBuffer $=
(fromIntegral $ floatSize * numDrawableWalls * 8
, nullPtr
, StreamDraw
)
let wpVBO = VBO {_vbo = wpVBOname, _vboPtr = wpVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
bufferData ArrayBuffer
$= ( fromIntegral $ floatSize * numDrawableWalls * 8
, nullPtr
, StreamDraw
)
let wpVBO = VBO{_vbo = wpVBOname, _vboPtr = wpVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
wpVAOname <- genObjectName
bindVertexArrayObject $= Just wpVAOname
bindBuffer ArrayBuffer $= Just wpVBOname
@@ -47,42 +46,42 @@ preloadRender = do
bindVertexArrayObject $= Just wpColVAOname
setupVertexAttribPointer 0 4 8 0
setupVertexAttribPointer 1 4 8 4
let wpVAO = VAO {_vao = wpVAOname, _vaoVBO = wpVBO}
wpColVAO = VAO {_vao = wpColVAOname, _vaoVBO = wpVBO}
let wpVAO = VAO{_vao = wpVAOname, _vaoVBO = wpVBO}
wpColVAO = VAO{_vao = wpColVAOname, _vaoVBO = wpVBO}
-- setup window points VBO, VAOs and shaders
winVBOname <- genObjectName
winVBOptr <- mallocArray (8 * numDrawableWalls)
bindBuffer ArrayBuffer $= Just winVBOname
bufferData ArrayBuffer $=
(fromIntegral $ floatSize * numDrawableWalls * 8
, nullPtr
, StreamDraw
)
let winVBO = VBO {_vbo = winVBOname, _vboPtr = winVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
bufferData ArrayBuffer
$= ( fromIntegral $ floatSize * numDrawableWalls * 8
, nullPtr
, StreamDraw
)
let winVBO = VBO{_vbo = winVBOname, _vboPtr = winVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
winColVAOname <- genObjectName
bindVertexArrayObject $= Just winColVAOname
setupVertexAttribPointer 0 4 8 0
setupVertexAttribPointer 1 4 8 4
let winColVAO = VAO {_vao = winColVAOname, _vaoVBO = winVBO}
let winColVAO = VAO{_vao = winColVAOname, _vaoVBO = winVBO}
-- setup shape geometry/cap VBO and two VAOs
shEBOname <- genObjectName
shEBOptr <- mallocArray numDrawableElements
bindBuffer ElementArrayBuffer $= Just shEBOname
bufferData ElementArrayBuffer $=
( fromIntegral $ glushortSize * numDrawableElements
, nullPtr
, StreamDraw
)
let shEBO = EBO {_ebo = shEBOname, _eboPtr = shEBOptr}
bufferData ElementArrayBuffer
$= ( fromIntegral $ glushortSize * numDrawableElements
, nullPtr
, StreamDraw
)
let shEBO = EBO{_ebo = shEBOname, _eboPtr = shEBOptr}
shVBOname <- genObjectName
shVBOptr <- mallocArray (7 * numDrawableElements)
shVBOptr <- mallocArray (7 * numDrawableElements)
bindBuffer ArrayBuffer $= Just shVBOname
bufferData ArrayBuffer $=
( fromIntegral $ floatSize * numDrawableElements * 7
, nullPtr
, StreamDraw
)
let shVBO = VBO {_vbo = shVBOname, _vboPtr = shVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
bufferData ArrayBuffer
$= ( fromIntegral $ floatSize * numDrawableElements * 7
, nullPtr
, StreamDraw
)
let shVBO = VBO{_vbo = shVBOname, _vboPtr = shVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
shPosColVAOname <- genObjectName
bindVertexArrayObject $= Just shPosColVAOname
bindBuffer ArrayBuffer $= Just shVBOname
@@ -94,8 +93,8 @@ preloadRender = do
bindBuffer ArrayBuffer $= Just shVBOname
setupVertexAttribPointer 0 3 7 0
bindBuffer ElementArrayBuffer $= Just shEBOname
let shPosColVAO = VAO { _vao = shPosColVAOname, _vaoVBO = shVBO }
shPosVAO = VAO { _vao = shPosVAOname, _vaoVBO = shVBO }
let shPosColVAO = VAO{_vao = shPosColVAOname, _vaoVBO = shVBO}
shPosVAO = VAO{_vao = shPosVAOname, _vaoVBO = shVBO}
--setup silhouette edge VAO
shEdgeVAOname <- genObjectName
bindVertexArrayObject $= Just shEdgeVAOname
@@ -106,59 +105,64 @@ preloadRender = do
silEBOptr <- mallocArray numDrawableElements
-- it may be important to bind this while the correct VAO is bound
bindBuffer ElementArrayBuffer $= Just silEBOname
bufferData ElementArrayBuffer $=
( fromIntegral $ glushortSize * numDrawableElements
, nullPtr
, StreamDraw
)
let silEBO = EBO {_ebo = silEBOname, _eboPtr = silEBOptr}
shEdgeVAO = VAO { _vao = shEdgeVAOname, _vaoVBO = shVBO }
bufferData ElementArrayBuffer
$= ( fromIntegral $ glushortSize * numDrawableElements
, nullPtr
, StreamDraw
)
let silEBO = EBO{_ebo = silEBOname, _eboPtr = silEBOptr}
shEdgeVAO = VAO{_vao = shEdgeVAOname, _vaoVBO = shVBO}
-- lighting shaders
lightingWallShadShad <- makeShaderUsingVAO "lighting/wallShadow" [vert,geom,frag] EPoints wpVAO
>>= addUniforms ["lightPos"]
lightingCapShad
<- makeShaderUsingVAO "lighting/cap" [vert,geom,frag] ETriangles shPosVAO
>>= addUniforms ["lightPos"]
lightingLineShadowShad
<- makeShaderUsingVAO "lighting/lineShadow" [vert,geom,frag] ELinesAdjacency shEdgeVAO
>>= addUniforms ["lightPos","radiusUniform"]
-- positional shader
positionalBlankShad <- makeShader "positional/blank" [vert,frag] [3] ETriangles
-- 2D draw shaders
bslist <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
bslista <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
aslist <- makeShader "dualTwoD/arc" [vert,frag] [3,4,3] ETriangles
eslist <- makeShader "dualTwoD/ellipse" [vert,geom,frag] [3,4] ETriangles
bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
cslist <- makeShader "dualTwoD/character" [vert,frag] [3,4,2] ETriangles
>>= vaddTextureNoFilter "data/texture/charMap.png"
-- this should really be a 2d texture array
basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert,frag] [4,4] ETriangles
-- fullscreen shaders
lightingWallShadShad <-
makeShaderUsingVAO "lighting/wallShadow" [vert, geom, frag] EPoints wpVAO
>>= addUniforms ["lightPos"]
lightingCapShad <-
makeShaderUsingVAO "lighting/cap" [vert, geom, frag] ETriangles shPosVAO
>>= addUniforms ["lightPos"]
lightingLineShadowShad <-
makeShaderUsingVAO "lighting/lineShadow" [vert, geom, frag] ELinesAdjacency shEdgeVAO
>>= addUniforms ["lightPos", "radiusUniform"]
-- positional shader
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
-- 2D draw shaders
bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] ETriangles
bslista <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] ETriangles
aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] ETriangles
eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] ETriangles
bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert, frag] [3, 4, 4] ETriangleStrip
cslist <-
makeShader "dualTwoD/character" [vert, frag] [3, 4, 2] ETriangles
>>= vaddTextureNoFilter "data/texture/charMap.png"
-- this should really be a 2d texture array
basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert, frag] [4, 4] ETriangles
-- fullscreen shaders
--fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
--pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
-- texture shaders, no textures attached
fsShad <- makeShaderSized "texture/simple" [vert,frag] [2,2] 4 ETriangleStrip
-- texture shaders, no textures attached
fsShad <- makeShaderSized "texture/simple" [vert, frag] [2, 2] 4 ETriangleStrip
-- note we directly poke the shader vertex data here
pokeArray (shadVBOptr fsShad) $ concat cornerList
bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert,frag] ETriangleStrip fsShad
colorBlurShad <- makeShaderUsingShaderVAO "texture/colorBlur" [vert,frag] ETriangleStrip fsShad
grayscaleShad <- makeShaderUsingShaderVAO "texture/grayscale" [vert,frag] ETriangleStrip fsShad
lightingTextureShad <- makeShaderUsingShaderVAO "lighting/texture" [vert,frag] ETriangleStrip fsShad
>>= addUniforms ["lightPos","lumRad"]
barrelShad <- makeShader "texture/barrel" [vert,geom,frag] [2,2,2,1] EPoints
-- blank wallShader
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert,geom,frag] EPoints wpColVAO
-- textured wallShader
wallTextureShad <- makeShaderUsingVAO "wall/texture" [vert,geom,frag] EPoints wpColVAO
>>= addTexture "data/texture/grayscaleDirt.png"
---- texture array shader
textArrayShad <- makeShader "texture/arrayPos" [vert,frag] [3,3] ETriangles
>>= addTextureArray "data/texture/ayene_wooden_floor_transformed.png"
-- >>= addTextureArray "data/texture/ayene_wooden_floor.png"
bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert, frag] ETriangleStrip fsShad
colorBlurShad <- makeShaderUsingShaderVAO "texture/colorBlur" [vert, frag] ETriangleStrip fsShad
grayscaleShad <- makeShaderUsingShaderVAO "texture/grayscale" [vert, frag] ETriangleStrip fsShad
lightingTextureShad <-
makeShaderUsingShaderVAO "lighting/texture" [vert, frag] ETriangleStrip fsShad
>>= addUniforms ["lightPos", "lumRad"]
barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
-- blank wallShader
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
-- textured wallShader
wallTextureShad <-
makeShaderUsingVAO "wall/texture" [vert, geom, frag] EPoints wpColVAO
>>= addTexture "data/texture/grayscaleDirt.png"
---- texture array shader
textArrayShad <-
makeShader "texture/arrayPos" [vert, frag] [3, 3] ETriangles
>>= addTextureArray "data/texture/ayene_wooden_floor_transformed.png"
-- >>= addTextureArray "data/texture/ayene_wooden_floor.png"
-- bind fixed vertex data
bindShaderBuffers [fsShad] [4,4]
bindShaderBuffers [fsShad] [4, 4]
framebuf2 <- setupTextureFramebuffer 800 600
framebuf3 <- setupTextureFramebuffer 800 600
@@ -166,11 +170,11 @@ preloadRender = do
bindRenderbuffer Renderbuffer $= rboBaseBloomName
renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
fboBaseName <- setupFramebuffer2GivenStencil rboBaseBloomName
fboCloudName <- setupFramebuffer2GivenStencil rboBaseBloomName
fboBaseName <- setupFramebuffer2GivenStencil rboBaseBloomName
fboCloudName <- setupFramebuffer2GivenStencil rboBaseBloomName
fboBloomName <- setupFramebufferGivenStencil rboBaseBloomName
fboColorName <- setupFramebufferGivenStencil rboBaseBloomName
fboPosName <- setupFramebufferGivenStencil rboBaseBloomName
fboPosName <- setupFramebufferGivenStencil rboBaseBloomName
fboLightingName <- setupFramebufferGivenStencil rboBaseBloomName
fboLightingHighName <- setupFramebufferGivenStencil rboBaseBloomName
@@ -178,64 +182,69 @@ preloadRender = do
fboHalf2Name <- setupTextureFramebuffer 300 300
fboHalf3Name <- setupTextureFramebuffer 300 300
-- reset to default framebuffer, ready for drawing direct to screen
-- reset to default framebuffer, ready for drawing direct to screen
bindFramebuffer Framebuffer $= defaultFramebufferObject
-- set the clearColor to have 1 alpha
-- set the clearColor to have 1 alpha
clearColor $= Color4 0 0 0 1
shadV <- MV.new 6
zipWithM_ (MV.write shadV) [0..5]
[ bslist -- note the ordering is very important
, basicTweakZShad -- ShadNum
zipWithM_
(MV.write shadV)
[0 .. 5]
[ bslist -- note the ordering is very important
, basicTweakZShad -- ShadNum
, bezierQuadShader
, cslist
, aslist
, eslist
]
return $ RenderData
{ _pictureShaders = shadV
, _shapeShader = bslista {_shadVAO = shPosColVAO }
, _shapeEBO = shEBO
, _silhouetteEBO = silEBO
, _lightingCapShader = lightingCapShad
, _lightingLineShadowShader = lightingLineShadowShad
, _positionalBlankShader = positionalBlankShad
, _lightingWallShadShader = lightingWallShadShad
, _wallBlankShader = wallBlankShad
, _wallTextureShader = wallTextureShad
, _windowShader = wallBlankShad { _shadVAO = winColVAO }
, _textureArrayShader = textArrayShad
, _fullscreenShader = fsShad
, _lightingTextureShader = lightingTextureShad
, _bloomBlurShader = bloomBlurShad
, _colorBlurShader = colorBlurShad
, _barrelShader = barrelShad
, _grayscaleShader = grayscaleShad
, _fbo2 = framebuf2
, _fbo3 = framebuf3
, _fboHalf1 = fboHalf1Name
, _fboHalf2 = fboHalf2Name
, _fboHalf3 = fboHalf3Name
, _fboLighting = fboLightingName
, _fboLightingHigh = fboLightingHighName
, _fboBase = fboBaseName
, _fboCloud = fboCloudName
, _fboBloom = fboBloomName
, _fboColor = fboColorName
, _fboPos = fboPosName
, _rboBaseBloom = rboBaseBloomName
, _matUBO = theUBO
}
return $
RenderData
{ _pictureShaders = shadV
, _shapeShader = bslista{_shadVAO = shPosColVAO}
, _shapeEBO = shEBO
, _silhouetteEBO = silEBO
, _lightingCapShader = lightingCapShad
, _lightingLineShadowShader = lightingLineShadowShad
, _positionalBlankShader = positionalBlankShad
, _lightingWallShadShader = lightingWallShadShad
, _wallBlankShader = wallBlankShad
, _wallTextureShader = wallTextureShad
, _windowShader = wallBlankShad{_shadVAO = winColVAO}
, _textureArrayShader = textArrayShad
, _fullscreenShader = fsShad
, _lightingTextureShader = lightingTextureShad
, _bloomBlurShader = bloomBlurShad
, _colorBlurShader = colorBlurShad
, _barrelShader = barrelShad
, _grayscaleShader = grayscaleShad
, _fbo2 = framebuf2
, _fbo3 = framebuf3
, _fboHalf1 = fboHalf1Name
, _fboHalf2 = fboHalf2Name
, _fboHalf3 = fboHalf3Name
, _fboLighting = fboLightingName
, _fboLightingHigh = fboLightingHighName
, _fboBase = fboBaseName
, _fboCloud = fboCloudName
, _fboBloom = fboBloomName
, _fboColor = fboColorName
, _fboPos = fboPosName
, _rboBaseBloom = rboBaseBloomName
, _matUBO = theUBO
}
--------------------end preloadRender
cornerList :: [[Float]]
cornerList =
[[-1, 1,0,1]
,[-1,-1,0,0]
,[ 1, 1,1,1]
,[ 1,-1,1,0]
]
[ [-1, 1, 0, 1]
, [-1, -1, 0, 0]
, [1, 1, 1, 1]
, [1, -1, 1, 0]
]
cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload pd = do
-- TODO fix this
+3 -3
View File
@@ -63,14 +63,14 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
-- to consider: adding normals/a "material" for each fragment
blendFunc $= (Zero, OneMinusSrcColor)
stencilTest $= Enabled
stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
depthFunc $= Just Less
-- setup stencil
colorMask $= Color4 Disabled Disabled Disabled Disabled
clear [StencilBuffer]
cullFace $= Nothing
stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
stencilFunc $= (Always, 0, 255)
--draw wall shadows
currentProgram $= Just (_shadProg lwallShad)
@@ -110,7 +110,7 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
-- bind world position texture
bindTO toPos
colorMask $= Color4 Enabled Enabled Enabled Enabled
stencilOp $= (OpKeep, OpKeep, OpKeep)
--stencilOp $= (OpKeep, OpKeep, OpKeep)
stencilFunc $= (Equal, 0, 255)
currentProgram $= ltextShad ^? shadProg --Just (_shadProg ltextShad)
uniform (_shadUnis ltextShad V.! 0) $= Vector3 x y z