Tweak clouds

This commit is contained in:
2023-03-20 18:24:07 +00:00
parent 695f849f77
commit 7d0bb7f229
11 changed files with 88 additions and 63 deletions
+1 -1
View File
@@ -44,7 +44,7 @@ data RenderData = RenderData
, _fboHalf2 :: (FBO, TO)
, _fboHalf3 :: (FBO, TO)
, _fboBase :: (FBO, (TO, TO, TO))
, _fboCloud :: (FBO, (TO, TO))
, _fboCloud :: (FBO, (TO, TO, TO))
, _fboBloom :: (FBO, TO)
, _fboPos :: (FBO, TO)
, _fboLighting :: (FBO, TO)
-1
View File
@@ -86,7 +86,6 @@ data ResFactor = FullRes | HalfRes | QuarterRes
data ObjectShadows = GeoObjShads
| InstancingShads
| CPUObjShads
| NoObjShads
| NoShadows
| NoLighting
+7
View File
@@ -2,8 +2,15 @@ module Dodge.Event.Test (
testEvent,
) where
import Dodge.SoundLogic.ExternallyGeneratedSounds
import Dodge.Data.World
import Control.Lens
import Geometry
testEvent :: World -> World
testEvent w = w
& cWorld . lWorld . worldEvents .~ SoundStart BackgroundSound (V2 0 0) foamSprayFadeOutS Nothing :
[MakeStartCloudAt (V3 (cx + x) (cy + y) 5) | x <- [-5, -4 .. 5], y <- [-5, -4 .. 5]]
where
V2 cx cy = w ^?! cWorld . lWorld . creatures . ix 0 . crPos
+53 -32
View File
@@ -132,7 +132,6 @@ doDrawing' win pdata u = do
GL_DEPTH
0
ptr
glDepthFunc GL_LESS
-- draw wall occlusions from the camera's point of view
glUseProgram (pdata ^. lightingWallShadShader . shadName)
@@ -203,7 +202,7 @@ doDrawing' win pdata u = do
nIndices
(u ^. uvConfig . graphics_object_shadows)
(pdata ^. fboBase . _2 . _2)
(drawCPUShadows pdata ws)
(pdata ^. fboBase . _2 . _3)
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
--apply lightmap to base buffer
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
@@ -250,36 +249,58 @@ doDrawing' win pdata u = do
GL_COLOR
0
ptr
renderLayer MidLayer shadV layerCounts
-- glUseProgram (pdata ^. cloudShader . shaderUINT)
-- glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
-- glDrawElements
-- (pdata ^. cloudShader . shaderPrimitive)
-- (fromIntegral nCloudIs)
-- GL_UNSIGNED_SHORT
-- nullPtr
-- renderLayer MidLayer shadV layerCounts
glUseProgram (pdata ^. cloudShader . shaderUINT)
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
glDrawElements
(pdata ^. cloudShader . shaderPrimitive)
(fromIntegral nCloudIs)
GL_UNSIGNED_SHORT
nullPtr
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
-- renderLayer MidLayer shadV layerCounts
-- drawShader (_windowShader pdata) nWins
-- ----draw lightmap for cloud buffer
-- glDepthMask GL_FALSE
-- glEnable GL_BLEND
-- glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
-- createLightMap
-- cfig
-- pdata
-- lightPoints
-- nWalls
-- nSilIndices
-- nIndices
-- (_graphics_object_shadows $ _uvConfig u)
-- (snd $ snd $ _fboCloud pdata)
-- (drawCPUShadows pdata ws)
when (_graphics_cloud_shadows cfig) $ do
----render transparency depths
glDepthMask GL_TRUE
glDepthFunc GL_ALWAYS
glDisable GL_BLEND
withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $ \ptr -> glDrawBuffers 3 ptr
withArray [0,0,0,0] $ \ptr -> glClearNamedFramebufferfv
(pdata ^. fboCloud . _1 . unFBO)
GL_COLOR
1
ptr
withArray [0,0,0,0] $ \ptr -> glClearNamedFramebufferfv
(pdata ^. fboCloud . _1 . unFBO)
GL_COLOR
2
ptr
glEnable GL_BLEND
glBlendColor 0.5 0.5 0.5 0.5
glBlendFunci 1 GL_ONE_MINUS_DST_ALPHA GL_DST_ALPHA
glBlendFunci 2 GL_ONE GL_ONE
glUseProgram (pdata ^. cloudShader . shaderUINT)
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
glDrawElements
(pdata ^. cloudShader . shaderPrimitive)
(fromIntegral nCloudIs)
GL_UNSIGNED_SHORT
nullPtr
drawShader (_windowShader pdata) nWins
----draw lightmap for cloud buffer
glDepthMask GL_FALSE
glDepthFunc GL_LEQUAL
glEnable GL_BLEND
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
createLightMap
cfig
pdata
lightPoints
nWalls
nSilIndices
nIndices
(_graphics_object_shadows $ _uvConfig u)
(pdata ^. fboCloud . _2 . _2)
(pdata ^. fboCloud . _2 . _3)
glInvalidateBufferData (pdata ^. vboShapes . vboName)
--apply lightmap to cloud buffer
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
@@ -300,7 +321,7 @@ doDrawing' win pdata u = do
drawShader (fst $ _fullscreenShader pdata) 4
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
--draw shadowed clouds onto base buffer
glBindTexture GL_TEXTURE_2D (_unTO . fst . snd $ _fboCloud pdata)
glBindTexture GL_TEXTURE_2D (pdata ^. fboCloud . _2 . _1 . unTO)
drawShader (fst $ _fullscreenShader pdata) 4
--set viewport for radial distortion
setViewportSize (round winx) (round winy)
+2 -1
View File
@@ -59,7 +59,8 @@ makeThinSmokeAt :: Point3 -> World -> World
makeThinSmokeAt = makeCloudAt (CloudColor 4 400 (withAlpha 0.05 black)) 5 400 50
makeStartCloudAt :: Point3 -> World -> World
makeStartCloudAt = makeCloudAt (CloudColor 2 800 white) 10 400 5
--makeStartCloudAt = makeCloudAt (CloudColor 2 800 white) 10 400 5
makeStartCloudAt = makeCloudAt (CloudColor 2 800 white) 10 400 50
shellTrailCloud :: Point3 -> World -> World
shellTrailCloud = makeCloudAt (CloudColor (4 / 3) 800 (greyN 0.5)) 15 400 40
+2 -5
View File
@@ -30,11 +30,8 @@ sizeFBOs ::
sizeFBOs xsize ysize xfull yfull rdata = do
resizeRBO (_rboBaseBloom rdata) xsize ysize
rdata1 <- updateFBOTO3 xsize ysize GL_NEAREST GL_NEAREST GL_RGBA8 GL_RGBA16F GL_RGBA16F rdata fboBase
rdata' <-
foldM (updateFBOTO2 xsize ysize GL_NEAREST GL_NEAREST GL_RGBA8 GL_RGBA16F) rdata1 [fboCloud]
>>= flip
(foldM (updateFBOTO xsize ysize GL_NEAREST GL_NEAREST GL_RGBA8))
[fboLighting]
rdata2 <- updateFBOTO3 xsize ysize GL_NEAREST GL_NEAREST GL_RGBA8 GL_RGBA16F GL_RGBA16F rdata1 fboCloud
rdata' <- updateFBOTO xsize ysize GL_NEAREST GL_NEAREST GL_RGBA8 rdata2 fboLighting
rdata'' <-
foldM
(updateFBOTO xsize ysize GL_LINEAR_MIPMAP_LINEAR GL_LINEAR GL_RGBA16F)
+8 -15
View File
@@ -76,22 +76,14 @@ preloadRender = do
let winColVAO = VAO
{_vaoName = winColVAOname}
-- setup shape geometry/cap VBO and two VAOs
shEBOptr <- mallocArray numDrawableElements
shEBOname <- mglCreate glCreateBuffers
glNamedBufferData
shEBOname
( fromIntegral $ glushortSize * numDrawableElements)
nullPtr
GL_STREAM_DRAW
let shEBO = EBO{_eboName = shEBOname, _eboPtr = shEBOptr}
shVBO <- setupVBO nShapeVerxComp
shPosVAOname <- mglCreate glCreateVertexArrays
glBindVertexArray shPosVAOname
glVertexArrayVertexBuffer shPosVAOname 0 (shVBO ^. vboName) 0 (fromIntegral $ floatSize * nShapeVerxComp)
setupVertexAttribPointer shPosVAOname 0 4 0
glVertexArrayElementBuffer shPosVAOname shEBOname
let shPosVAO = VAO{_vaoName = shPosVAOname}
--setup silhouette edge VAO
shEBO' <- setupEBO shPosVAO
shEdgeVAOname <- mglCreate glCreateVertexArrays
glBindVertexArray shEdgeVAOname
glVertexArrayVertexBuffer shEdgeVAOname 0 (shVBO ^. vboName) 0 (fromIntegral $ floatSize * nShapeVerxComp)
@@ -133,7 +125,8 @@ preloadRender = do
-- 2D draw shaders
bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] ETriangles
bslista <- makeShader4 "shape/basic" [vert, frag] shapeVerxSizes nShapeVerxComp ETriangles shVBO
glVertexArrayElementBuffer (bslista ^. shadVAO . vaoName) shEBOname
glVertexArrayElementBuffer (bslista ^. shadVAO . vaoName) (shEBO' ^. eboName)
--glVertexArrayElementBuffer (bslista ^. shadVAO . vaoName) shEBOname
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
@@ -172,9 +165,9 @@ preloadRender = do
let cloudverxsizes = [4,4,4,4]
cloudvbo <- setupVBO (sum cloudverxsizes)
(cloudshader, cloudebo)
<- makeShaderEBO "floor/arrayPos" [vert, frag] cloudverxsizes (sum cloudverxsizes)
GL_TRIANGLES floorvbo
(cloudshader, cloudebo)
<- makeShaderEBO "cloud/basic" [vert, frag] cloudverxsizes (sum cloudverxsizes)
GL_TRIANGLES cloudvbo
-- bind fixed vertex data
bufferPokedVBO (snd fsShad) 4
framebuf2 <- setupTextureFramebuffer 800 600
@@ -188,7 +181,7 @@ preloadRender = do
600
fboBaseName <- setupFramebuffer3GivenStencil rboBaseBloomName
fboCloudName <- setupFramebuffer2GivenStencil rboBaseBloomName
fboCloudName <- setupFramebuffer3GivenStencil rboBaseBloomName
fboBloomName <- setupFramebufferGivenStencil rboBaseBloomName
fboPosName <- setupFramebufferGivenStencil rboBaseBloomName
fboLightingName <- setupFramebufferGivenStencil rboBaseBloomName
@@ -218,7 +211,7 @@ preloadRender = do
RenderData
{ _pictureShaders = shadV
, _shapeShader = bslista -- & shadVAO' .~ shPosColVAO
, _shapeEBO = shEBO
, _shapeEBO = shEBO'
, _silhouetteEBO = silEBO
, _lightingCapShader = lightingCapShad
, _lightingLineShadowShader = lightingLineShadowShad
+7 -4
View File
@@ -43,9 +43,13 @@ createLightMap ::
ObjectShadows ->
-- | the texture object giving positions
TO ->
(Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader
-- | the texture object giving normals
TO ->
IO ()
createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype
toPos
normaltexture
= case shadsdrawtype of
InstancingShads -> instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos
NoShadows -> do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
@@ -183,14 +187,13 @@ createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos dra
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
glBindTextureUnit 1 (pdata ^. fboBase . _2 . _3 . unTO)
glBindTextureUnit 1 (normaltexture ^. unTO)
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shadName) --Just (_shadProg ltextShad)
+1
View File
@@ -8,6 +8,7 @@ module Shader.Compile (
makeShaderSized,
makeShaderUsingVAO,
setupVAO,
setupEBO,
setupVertexAttribPointer,
) where
+2 -2
View File
@@ -10,8 +10,8 @@ import Graphics.GL.Core45
pokeCloud :: Ptr Float -> Ptr GLushort -> (Int, Int) -> Cloud -> IO (Int, Int)
pokeCloud vptr iptr (nv,ni) cl = do
UV.imapM_ (pokeCloudVerx vptr cl nv) $ UV.fromList [(1, 1), (1, -1), (-1, -1), (-1, 1)]
UV.imapM_ (pokeCloudIndex iptr nv ni) $ UV.fromList [0, 1, 2, 2, 1, 3]
UV.imapM_ (pokeCloudVerx vptr cl nv) $ UV.fromList [(1, 1), (-1, 1), (-1, -1), (1, -1)]
UV.imapM_ (pokeCloudIndex iptr nv ni) $ UV.fromList [0, 1, 2, 2, 0, 3]
return (nv + 4, ni + 6)
pokeCloudVerx :: Ptr Float -> Cloud -> Int -> Int -> (Float, Float) -> IO ()