From 71006e24fd7059e0cdb25c8339b9c1ed375ab121 Mon Sep 17 00:00:00 2001 From: justin Date: Thu, 30 Oct 2025 11:17:06 +0000 Subject: [PATCH] Simplify wall lighting shader --- shader/lighting/wallShadow.geom | 35 ++++++++++++++++++++------------- src/Dodge/Render.hs | 3 ++- 2 files changed, 23 insertions(+), 15 deletions(-) diff --git a/shader/lighting/wallShadow.geom b/shader/lighting/wallShadow.geom index a5151d145..4df12a823 100644 --- a/shader/lighting/wallShadow.geom +++ b/shader/lighting/wallShadow.geom @@ -1,6 +1,7 @@ #version 450 core layout(points) in; -layout(triangle_strip, max_vertices = 18) out; +//layout(triangle_strip, max_vertices = 18) out; +layout(triangle_strip, max_vertices = 9) out; layout(std140, binding = 0) uniform TheMat { mat4 theMat; }; layout(location=0) uniform vec3 lightPos; layout(location=1) uniform float rad; @@ -24,13 +25,17 @@ vec2 shift(vec2 p) { float isLHS(vec2 startV, vec2 testV) { return sign(-startV.x * testV.y + startV.y * testV.x); } -// construct a box with openings on bottom face and face away from wall +// constructs a "bridge" shape void main() { vec2 p1 = gl_in[0].gl_Position.xy; vec2 p2 = gl_in[0].gl_Position.zw; vec2 closepoint = closestPointOnSeg(p1,p2,lightPos.xy); if (isLHS(p1 - lightPos.xy, p2 - lightPos.xy) < 0 && distance(closepoint,lightPos.xy) < rad) { + // this is a point far along the ray from the light source to the midpoint + // of the wall. Necessary in case the light source is very close to the + // wall vec2 closeshift = (rad * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint; + vec2 shifto = (rad * normalize(closepoint - lightPos.xy)) + closepoint; vec2 p1cs = p1 + closeshift; vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1cs : shift(p1) ); vec2 p2cs = p2 + closeshift; @@ -40,27 +45,29 @@ void main() { gl_Position = theMat * vec4(p1,-500,1); EmitVertex(); gl_Position = theMat * vec4(p1o,100,1); EmitVertex(); gl_Position = theMat * vec4(p1,100,1); EmitVertex(); - gl_Position = theMat * vec4(p1cs,100,1); EmitVertex(); + gl_Position = theMat * vec4(shifto,100,1); EmitVertex(); gl_Position = theMat * vec4(p2,100,1); EmitVertex(); - gl_Position = theMat * vec4(p2cs,100,1); EmitVertex(); gl_Position = theMat * vec4(p2o,100,1); EmitVertex(); + gl_Position = theMat * vec4(p2,-500,1); EmitVertex(); + gl_Position = theMat * vec4(p2o,-500,1); EmitVertex(); EndPrimitive(); + // be carefull with the winding... // gl_Position = theMat * vec4(p2o,100,1); EmitVertex(); // gl_Position = theMat * vec4(p2,100,1); EmitVertex(); // gl_Position = theMat * vec4(p2o,0,1); EmitVertex(); // gl_Position = theMat * vec4(p2,0,1); EmitVertex(); - gl_Position = theMat * vec4(p2,100,1); EmitVertex(); - gl_Position = theMat * vec4(p2,-500,1); EmitVertex(); - gl_Position = theMat * vec4(p2o,100,1); EmitVertex(); - gl_Position = theMat * vec4(p2o,-500,1); EmitVertex(); - gl_Position = theMat * vec4(p2cs,100,1); EmitVertex(); - gl_Position = theMat * vec4(p2cs,-500,1); EmitVertex(); - gl_Position = theMat * vec4(p1cs,100,1); EmitVertex(); - gl_Position = theMat * vec4(p1cs,-500,1); EmitVertex(); - gl_Position = theMat * vec4(p1o,100,1); EmitVertex(); - gl_Position = theMat * vec4(p1o,-500,1); EmitVertex(); +/// gl_Position = theMat * vec4(p2,100,1); EmitVertex(); +/// gl_Position = theMat * vec4(p2,-500,1); EmitVertex(); +/// gl_Position = theMat * vec4(p2o,100,1); EmitVertex(); +/// gl_Position = theMat * vec4(p2o,-500,1); EmitVertex(); +/// gl_Position = theMat * vec4(p2cs,100,1); EmitVertex(); +/// gl_Position = theMat * vec4(p2cs,-500,1); EmitVertex(); +/// gl_Position = theMat * vec4(p1cs,100,1); EmitVertex(); +/// gl_Position = theMat * vec4(p1cs,-500,1); EmitVertex(); +/// gl_Position = theMat * vec4(p1o,100,1); EmitVertex(); +/// gl_Position = theMat * vec4(p1o,-500,1); EmitVertex(); EndPrimitive(); } else { diff --git a/src/Dodge/Render.hs b/src/Dodge/Render.hs index e80261151..0501acb89 100644 --- a/src/Dodge/Render.hs +++ b/src/Dodge/Render.hs @@ -128,6 +128,7 @@ doDrawing' win pdata u = do GL_DEPTH 0 -- draw wall occlusions from the camera's point of view + glDisable GL_CULL_FACE unless (debugOn Remove_LOS cfig) $ do glUseProgram (pdata ^. lightingWallShadShader . shaderUINT) glProgramUniform3f @@ -139,7 +140,7 @@ doDrawing' win pdata u = do glProgramUniform1f (pdata ^. lightingWallShadShader . shaderUINT) 1 - 1000 + 1000 -- this should be the furthest on screen distance from the viewpoint glBindVertexArray $ pdata ^. lightingWallShadShader . shaderVAO . vaoName glDrawArrays (_unPrimitiveMode $ pdata ^. lightingWallShadShader . shaderPrimitive)