Simplify wall lighting shader
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@@ -1,6 +1,7 @@
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#version 450 core
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layout(points) in;
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layout(triangle_strip, max_vertices = 18) out;
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//layout(triangle_strip, max_vertices = 18) out;
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layout(triangle_strip, max_vertices = 9) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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layout(location=0) uniform vec3 lightPos;
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layout(location=1) uniform float rad;
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@@ -24,13 +25,17 @@ vec2 shift(vec2 p) {
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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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// constructs a "bridge" shape
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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) < rad) {
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// this is a point far along the ray from the light source to the midpoint
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// of the wall. Necessary in case the light source is very close to the
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// wall
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vec2 closeshift = (rad * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
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vec2 shifto = (rad * normalize(closepoint - lightPos.xy)) + closepoint;
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vec2 p1cs = p1 + closeshift;
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vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1cs : shift(p1) );
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vec2 p2cs = p2 + closeshift;
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@@ -40,27 +45,29 @@ void main() {
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gl_Position = theMat * vec4(p1,-500,1); 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(shifto,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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gl_Position = theMat * vec4(p2,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,-500,1); EmitVertex();
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EndPrimitive();
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// be carefull with the winding...
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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 = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
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/// gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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/// gl_Position = theMat * vec4(p2,-500,1); EmitVertex();
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/// gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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/// gl_Position = theMat * vec4(p2o,-500,1); EmitVertex();
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/// gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
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/// gl_Position = theMat * vec4(p2cs,-500,1); EmitVertex();
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/// gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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/// gl_Position = theMat * vec4(p1cs,-500,1); EmitVertex();
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/// gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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/// gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
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EndPrimitive();
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} else {
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+2
-1
@@ -128,6 +128,7 @@ doDrawing' win pdata u = do
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GL_DEPTH
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0
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-- draw wall occlusions from the camera's point of view
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glDisable GL_CULL_FACE
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unless (debugOn Remove_LOS cfig) $ do
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glUseProgram (pdata ^. lightingWallShadShader . shaderUINT)
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glProgramUniform3f
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@@ -139,7 +140,7 @@ doDrawing' win pdata u = do
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glProgramUniform1f
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(pdata ^. lightingWallShadShader . shaderUINT)
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1
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1000
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1000 -- this should be the furthest on screen distance from the viewpoint
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glBindVertexArray $ pdata ^. lightingWallShadShader . shaderVAO . vaoName
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. lightingWallShadShader . shaderPrimitive)
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