Work on geometry shader based shadows
This commit is contained in:
@@ -9,6 +9,7 @@ layout (std140, binding = 1) uniform LightsBlock
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} ;
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uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz ;
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float theBool = posBool[gl_InvocationID].w;
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// this code is duplicated in lineShadow.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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@@ -29,6 +30,7 @@ void main()
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( p0.z - lightPos.z > 0 )
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&& ( p1.z - lightPos.z > 0 )
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&& ( p2.z - lightPos.z > 0 )
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&& theBool == 1
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)
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{
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// the front cap
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@@ -0,0 +1,9 @@
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#version 450 core
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uniform sampler2DArray screenTexture;
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in vec3 gTexPos;
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out vec4 fColor;
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void main()
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{
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fColor = texture(screenTexture,gTexPos);
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//fColor = vec4(0.05,0.01,0,1);
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}
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@@ -0,0 +1,30 @@
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (invocations = 20) in;
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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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out vec3 gTexPos;
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float theBool = posBool[gl_InvocationID].w;
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float l = gl_InvocationID;
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void main()
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{
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if (theBool == 1){
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gTexPos = vec3(0,1,l);
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gl_Position = vec4(-1,1,0,1) ;
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EmitVertex();
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gTexPos = vec3(0,0,l);
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gl_Position = vec4(-1,-1,0,1) ;
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EmitVertex();
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gTexPos = vec3(1,1,l);
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gl_Position = vec4(1,1,0,1) ;
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EmitVertex();
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gTexPos = vec3(1,0,l);
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gl_Position = vec4(1,-1,0,1) ;
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EmitVertex();
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EndPrimitive();
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}else {}
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}
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@@ -0,0 +1,4 @@
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#version 450 core
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void main()
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{
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}
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+12
-12
@@ -1,5 +1,6 @@
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#version 450 core
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layout (lines_adjacency) in;
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layout (invocations = 20) 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 (std140, binding = 1) uniform LightsBlock
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@@ -7,9 +8,8 @@ layout (std140, binding = 1) uniform LightsBlock
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform int lightID;
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vec3 lightPos1 = posBool[lightID].xyz;
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float theBool = posBool[lightID].w;
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vec3 lightPos1 = posBool[gl_InvocationID].xyz;
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float theBool = posBool[gl_InvocationID].w;
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos1)), 1));} ;
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vec4 shiftBy (float x,vec4 p) { return (vec4 (lightPos1 + (x*normalize(p.xyz-lightPos1)), 1));} ;
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// copied from lighting/cap.geom, should not be changed on its own
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@@ -34,7 +34,7 @@ void main()
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{
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if (theBool == 1){
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// float ru2 = radiusUniform * radiusUniform ;
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float ru = colRad[lightID].w ;
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float ru = colRad[gl_InvocationID].w ;
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float ru2 = ru * ru;
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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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@@ -59,17 +59,17 @@ void main()
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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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gl_Position = f(p0); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p1); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p2); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p3); gl_Layer = gl_InvocationID; 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(p1); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p0); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p3); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p2); gl_Layer = gl_InvocationID; EmitVertex();
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}
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EndPrimitive();
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}
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@@ -8,14 +8,15 @@ uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz;
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vec4 lumRad = colRad[lightID];
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uniform sampler2D screenTexture;
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in vec2 vTexPos;
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in vec2 gTexPos;
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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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vec3 distVec = texture(screenTexture,gTexPos).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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//fColor = vec4(c,0);
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fColor = vec4(1,0,0,0);
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}
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@@ -0,0 +1,25 @@
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#version 450 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (invocations = 20) in;
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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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float theBool = posBool[gl_InvocationID].w;
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in vec2 vTexPos[];
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out vec2 gTexPos;
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void main()
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{
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if (theBool == 1){
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for (int i = 0; i < 3; i++)
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{
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gTexPos = vTexPos[i];
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gl_Layer = gl_InvocationID;
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gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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EndPrimitive();
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}else {}
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}
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@@ -1,5 +1,6 @@
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#version 450 core
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layout (points) in;
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layout (invocations = 20) 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 (std140, binding = 1) uniform LightsBlock
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@@ -7,8 +8,8 @@ layout (std140, binding = 1) uniform LightsBlock
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz;
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vec3 lightPos = posBool[gl_InvocationID].xyz;
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float theBool = posBool[gl_InvocationID].w;
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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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}
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@@ -21,7 +22,7 @@ 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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if (theBool==1 && 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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@@ -39,35 +40,14 @@ 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 = 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 = 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 = a1; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a5; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a3; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a8; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a4; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a7; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a2; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a6; gl_Layer = gl_InvocationID; EmitVertex();
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EndPrimitive();
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} else {}
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@@ -23,6 +23,7 @@ data RenderData = RenderData
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, _shadowCapShader :: FullShader
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, _shadowWallShader :: FullShader
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, _shadowLightShader :: FullShader
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, _shadowCombineShader :: FullShader
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, _positionalBlankShader :: FullShader
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, _wallBlankShader :: FullShader
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, _windowShader :: FullShader
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@@ -27,7 +27,8 @@ data Input = Input
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, _rSelect :: Point2
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, _clickMousePos :: Point2
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, _textInput :: String
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, _scrollTestValue :: Float
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, _scrollTestFloat :: Float
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, _scrollTestInt :: Int
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}
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makeLenses ''Input
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@@ -26,7 +26,8 @@ defaultInput =
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, _rLine = (0, 0)
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, _lSelect = 0
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, _rSelect = 0
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, _scrollTestValue = 1
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, _scrollTestFloat = 1
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, _scrollTestInt = 0
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}
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defaultWorld :: World
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+20
-1
@@ -3,6 +3,7 @@ module Dodge.Render (
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doDrawing,
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) where
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import qualified Data.Map.Strict as M
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import Picture.Base
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import qualified SDL
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import qualified Data.Vector as V
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@@ -31,8 +32,18 @@ import Shader.Parameters
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import Shader.Poke
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doDrawing :: SDL.Window -> RenderData -> Universe -> IO ()
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doDrawing win pdata u = do
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doDrawing window rdata u
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| SDL.ScancodeT `M.member` (u ^. uvWorld . input . pressedKeys) = doTestDrawing rdata u
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| otherwise = doDrawing' window rdata u
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doTestDrawing :: RenderData -> Universe -> IO ()
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doTestDrawing _ _ = do
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return ()
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doDrawing' :: SDL.Window -> RenderData -> Universe -> IO ()
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doDrawing' win pdata u = do
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--sTicks <- SDL.ticks
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checkGLError
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let w = _uvWorld u
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cfig = _uvConfig u
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rot = w ^. cWorld . camPos . camRot
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@@ -139,6 +150,7 @@ doDrawing win pdata u = do
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--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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createLightMap
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cfig
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pdata
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lightPoints
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nWalls
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@@ -212,6 +224,7 @@ doDrawing win pdata u = do
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--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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createLightMap
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cfig
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pdata
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lightPoints
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nWalls
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@@ -352,3 +365,9 @@ renderTextureWalls pdata nWalls = do
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glDisable GL_CULL_FACE
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--cullFace $= Nothing
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checkGLError :: IO ()
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checkGLError = do
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err <- glGetError
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case err of
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0 -> return ()
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i -> error $ "OpenGL error: " ++ show i
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@@ -4,6 +4,8 @@ import Dodge.Data.Input
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import LensHelp
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updateScrollTestValue :: Input -> Input
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updateScrollTestValue theinput = theinput & scrollTestValue +~ theamount
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updateScrollTestValue theinput = theinput & scrollTestFloat +~ theamount
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& scrollTestInt +~ i
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where
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theamount = fromIntegral (theinput ^. scrollAmount) / 100
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i = theinput ^. scrollAmount
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theamount = fromIntegral i / 100
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@@ -15,7 +15,9 @@ testStringInit :: Universe -> [String]
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testStringInit u = [show $ length $ lightsToRender (u ^. uvConfig) (u ^. uvWorld . cWorld . camPos)
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(u ^. uvWorld . cWorld . lWorld)
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, show $ length $ fst $ worldSPic (u ^. uvConfig) (u ^. uvWorld)
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, show $ length $ snd $ worldSPic (u ^. uvConfig) (u ^. uvWorld) ]
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, show $ length $ snd $ worldSPic (u ^. uvConfig) (u ^. uvWorld)
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, show $ u ^. uvWorld . input . scrollTestInt
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]
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--[show $ u ^? uvWorld . hud . hudElement . diSections . sssExtra . sssSelPos . _Just]
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-- [show $ fmap IM.keys $ u ^? uvWorld . hud . hudElement . subInventory . ciSections . sssSections]
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@@ -110,9 +110,9 @@ resizeShadowFBO (fbo, (oldto1, oldto2)) x y = do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO fbo)
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mglDelete glDeleteTextures $ _unTO oldto1
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mglDelete glDeleteTextures $ _unTO oldto2
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to1 <- initializeTexture2DArray fbo GL_COLOR_ATTACHMENT0 x y 10 GL_NEAREST GL_NEAREST GL_RGBA8
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to1 <- initializeTexture2DArray fbo GL_COLOR_ATTACHMENT0 x y 20 GL_NEAREST GL_NEAREST GL_RGBA8
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to2 <- initializeTexture2DArray
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fbo GL_DEPTH_STENCIL_ATTACHMENT x y 10 GL_NEAREST GL_NEAREST GL_DEPTH24_STENCIL8
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fbo GL_DEPTH_STENCIL_ATTACHMENT x y 20 GL_NEAREST GL_NEAREST GL_DEPTH24_STENCIL8
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checkFBO fbo
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return (fbo, (TO to1, TO to2))
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+17
-9
@@ -141,15 +141,15 @@ preloadRender = do
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shadowedgeshader <-
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makeShaderUsingVAO "shadow/edge" [vert, geom] ELinesAdjacency shEdgeVAO
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>>= addUniforms ["lightID"]
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-- >>= addUniforms ["lightPos", "radiusUniform","lightID"]
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shadowcapshader <-
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makeShaderUsingVAO "shadow/cap" [vert, geom] ETriangles shPosVAO
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>>= addUniforms [ "lightID"]
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-- >>= addUniforms ["lightPos"]
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shadowwallshader <-
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makeShaderUsingVAO "shadow/wallShadow" [vert, geom] EPoints wpVAO
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>>= addUniforms ["lightID"]
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shadowlightshader <- makeShaderSized "shadow/light" [vert, geom, frag]
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[1] 1
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EPoints
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shadowcombineshader <- makeShaderSized "shadow/combine" [vert,geom,frag] [1] 1 EPoints
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pokeArray (shadVBOptr' shadowlightshader) $ concat cornerListForTriangles
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-- positional shader
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positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
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@@ -181,17 +181,15 @@ preloadRender = do
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lightingTextureShad <-
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makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao
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>>= addUniforms ["lightPos", "lumRad"]
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shadowlightshader <-
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makeShaderUsingVAO "shadow/light" [vert, frag] ETriangleStrip fsshadvao
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-- >>= addUniforms ["lightPos", "lumRad"]
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>>= addUniforms ["lightID"]
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-- >>= addUniforms ["lightID"]
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barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
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-- blank wallShader
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wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
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-- textured wallShader
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wallTextureShad <-
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makeShaderUsingVAO "wall/texture" [vert, geom, frag] EPoints wpColVAO
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>>= addTexture "data/texture/grayscaleDirt.png"
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>>= addSamplerTexture2D "data/texture/grayscaleDirt.png"
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---- texture array shader
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textArrayShad <-
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makeShader "texture/arrayPos" [vert, frag] [3, 3] ETriangles
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@@ -254,6 +252,7 @@ preloadRender = do
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, _shadowCapShader = shadowcapshader
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, _shadowWallShader = shadowwallshader
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, _shadowLightShader = shadowlightshader
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, _shadowCombineShader = shadowcombineshader
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, _positionalBlankShader = positionalBlankShad
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, _wallBlankShader = wallBlankShad
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, _wallTextureShader = wallTextureShad
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@@ -292,6 +291,15 @@ cornerList =
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, [1, 1, 1, 1]
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, [1, -1, 1, 0]
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]
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cornerListForTriangles :: [[Float]]
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cornerListForTriangles =
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[ [-1, 1, 0, 1]
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, [-1, -1, 0, 0]
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, [1, 1, 1, 1]
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, [-1, -1, 0, 0]
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, [1, 1, 1, 1]
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, [1, -1, 1, 0]
|
||||
]
|
||||
|
||||
cleanUpRenderPreload :: RenderData -> IO ()
|
||||
cleanUpRenderPreload pd = do
|
||||
|
||||
+83
-77
@@ -7,6 +7,8 @@ module Render (
|
||||
bindFBO,
|
||||
) where
|
||||
|
||||
import Control.Monad
|
||||
import Dodge.WindowSize
|
||||
import Control.Lens
|
||||
import Control.Monad.Primitive
|
||||
import Data.Preload.Render
|
||||
@@ -28,6 +30,7 @@ import Shader.ExtraPrimitive
|
||||
-- think of the produced texture as showing what RGB values should be "taken
|
||||
-- away" from the shape colors.
|
||||
createLightMap ::
|
||||
Configuration ->
|
||||
RenderData ->
|
||||
[(Point3, Float, Point3)] -> -- Lights
|
||||
-- | number of walls
|
||||
@@ -42,8 +45,8 @@ createLightMap ::
|
||||
TO ->
|
||||
(Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader
|
||||
IO ()
|
||||
createLightMap pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
|
||||
InstancingShads -> instanceLightMap pdata lightPoints nWalls nSils nCaps toPos
|
||||
createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
|
||||
InstancingShads -> instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos
|
||||
_ -> do
|
||||
let llinesShad = _lightingLineShadowShader pdata
|
||||
lcapShad = _lightingCapShader pdata
|
||||
@@ -146,6 +149,7 @@ lightsToArray xs = concat (take 20 $ map t xs ++ repeat [0,0,0,0])
|
||||
--t (V3 a b c,d,V3 e f g) = [a,b,c,1]
|
||||
|
||||
instanceLightMap ::
|
||||
Configuration ->
|
||||
RenderData ->
|
||||
[(Point3, Float, Point3)] -> -- Lights
|
||||
-- | number of walls
|
||||
@@ -157,99 +161,101 @@ instanceLightMap ::
|
||||
-- | the texture object giving positions
|
||||
TO ->
|
||||
IO ()
|
||||
instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
|
||||
instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
|
||||
let llinesShad = _shadowEdgeShader pdata
|
||||
lcapShad = _shadowCapShader pdata
|
||||
lwallShad = _shadowWallShader pdata
|
||||
--llinesShad = _lightingLineShadowShader pdata
|
||||
ltextShad = _shadowLightShader pdata
|
||||
(xsize,ysize) = getWindowSize cfig
|
||||
withArray (lightsToArray lightPoints) $ \ptr ->
|
||||
glNamedBufferSubData (pdata ^. lightsUBO) 0 620 ptr
|
||||
-- we assume that the renderbuffer's depth has been correctly set elsewhere
|
||||
-- we will not be changing that here
|
||||
|
||||
forM_ [0..19] $ \i -> glCopyImageSubData
|
||||
(pdata ^. rboBaseBloom)
|
||||
GL_RENDERBUFFER
|
||||
0
|
||||
0 0 0
|
||||
(pdata ^. fboShadow . _2 . _2 . unTO)
|
||||
GL_TEXTURE_2D_ARRAY 0 0 0 i (fromIntegral xsize) (fromIntegral ysize)
|
||||
1
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboShadow pdata)))
|
||||
glDepthMask GL_FALSE
|
||||
-- clearColor is specified differently in preloadRender
|
||||
-- the colors are inverted
|
||||
glClearColor 1 1 1 1
|
||||
glClear GL_COLOR_BUFFER_BIT
|
||||
glClearColor 0 0 0 0
|
||||
glClear $ GL_COLOR_BUFFER_BIT + GL_STENCIL_BUFFER_BIT
|
||||
-- for each of the lights:
|
||||
-- 1. stencil out the shadows from this light's point of view
|
||||
-- 2. calculate lighting based on each fragment's position
|
||||
-- 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 (zip lightPoints [(0::Int)..])) $ \(_,i) -> do
|
||||
glDepthFunc GL_LESS
|
||||
-- setup stencil
|
||||
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
|
||||
--glUniform3f (_shadUnis' lwallShad V.! 0) x y z
|
||||
glUniform1i (_shadUnis' lwallShad V.! 0) (fromIntegral i)
|
||||
--bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
|
||||
glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
|
||||
glDrawArrays
|
||||
(marshalEPrimitiveMode $ _shadPrim' lwallShad)
|
||||
0
|
||||
(fromIntegral nWalls)
|
||||
--draw silhouette shadows
|
||||
glUseProgram (_shadProg' llinesShad)
|
||||
glUniform1i (_shadUnis' llinesShad V.! 0) (fromIntegral i)
|
||||
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
|
||||
glDrawElements
|
||||
(marshalEPrimitiveMode $ _shadPrim' llinesShad)
|
||||
(fromIntegral nSils)
|
||||
GL_UNSIGNED_SHORT
|
||||
nullPtr
|
||||
--draw caps on the near plane as required
|
||||
glEnable GL_CULL_FACE
|
||||
glCullFace GL_BACK
|
||||
glUseProgram (_shadProg' lcapShad)
|
||||
--glUniform3f (_shadUnis' lcapShad V.! 0) x y z
|
||||
glUniform1i (_shadUnis' lcapShad V.! 0) (fromIntegral i)
|
||||
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
|
||||
glDrawElements
|
||||
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
|
||||
(fromIntegral nCaps)
|
||||
GL_UNSIGNED_SHORT
|
||||
nullPtr
|
||||
--draw lightmap itself
|
||||
glEnable GL_DEPTH_TEST
|
||||
glDepthFunc GL_ALWAYS
|
||||
--depthFunc $= Just Always
|
||||
-- bind world position texture
|
||||
bindTO toPos
|
||||
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
|
||||
--stencilOp $= (OpKeep, OpKeep, OpKeep)
|
||||
glStencilFunc GL_EQUAL 0 255
|
||||
--currentProgram $= ltextShad ^? shadProg --Just (_shadProg ltextShad)
|
||||
--uniform (_shadUnis ltextShad V.! 0) $= Vector3 x y z
|
||||
--uniform (_shadUnis ltextShad V.! 1) $= Vector4 r g b rad
|
||||
glUseProgram (ltextShad ^. shadProg') --Just (_shadProg ltextShad)
|
||||
glUniform1i (_shadUnis' ltextShad V.! 0) $ fromIntegral i
|
||||
--glUniform4f (_shadUnis' ltextShad V.! 1) r g b rad
|
||||
--bindVertexArrayObject $= ltextShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
|
||||
glBindVertexArray $ ltextShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
|
||||
glDrawArrays
|
||||
(marshalEPrimitiveMode (_shadPrim' ltextShad))
|
||||
0
|
||||
(fromIntegral (4 :: Int))
|
||||
--cleanup: may not be necessary, depending on what comes after...
|
||||
-- this was a loop
|
||||
glDepthFunc GL_LESS
|
||||
-- setup stencil
|
||||
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
|
||||
glDisable GL_CULL_FACE
|
||||
glStencilFunc GL_ALWAYS 0 255
|
||||
--draw wall shadows
|
||||
glUseProgram (_shadProg' lwallShad)
|
||||
glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
|
||||
-- glDrawArrays
|
||||
-- (marshalEPrimitiveMode $ _shadPrim' lwallShad)
|
||||
-- 0
|
||||
-- (fromIntegral nWalls)
|
||||
--draw silhouette shadows
|
||||
glUseProgram (_shadProg' llinesShad)
|
||||
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
|
||||
-- glDrawElements
|
||||
-- (marshalEPrimitiveMode $ _shadPrim' llinesShad)
|
||||
-- (fromIntegral nSils)
|
||||
-- GL_UNSIGNED_SHORT
|
||||
-- nullPtr
|
||||
--draw caps on the near plane as required
|
||||
glEnable GL_CULL_FACE
|
||||
glCullFace GL_BACK
|
||||
glUseProgram (_shadProg' lcapShad)
|
||||
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
|
||||
-- glDrawElements
|
||||
-- (marshalEPrimitiveMode $ _shadPrim' lcapShad)
|
||||
-- (fromIntegral nCaps)
|
||||
-- GL_UNSIGNED_SHORT
|
||||
-- nullPtr
|
||||
-- --draw lightmap itself
|
||||
glEnable GL_DEPTH_TEST
|
||||
glDepthFunc GL_ALWAYS
|
||||
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
|
||||
glStencilFunc GL_EQUAL 0 255
|
||||
-- delete vvvv
|
||||
glDisable GL_STENCIL_TEST
|
||||
-- delete ^^^^
|
||||
glUseProgram (pdata ^. shadowLightShader . shadProg')
|
||||
-- bind world position texture
|
||||
bindTO toPos
|
||||
glDisable GL_BLEND
|
||||
glBindVertexArray $ pdata ^. shadowLightShader . shadVAO' . vaoName
|
||||
glDrawArrays
|
||||
(marshalEPrimitiveMode $ pdata ^. shadowLightShader . shadPrim')
|
||||
0
|
||||
(fromIntegral (4 :: Int))
|
||||
|
||||
-- this was the end of the loop
|
||||
glDisable GL_CULL_FACE
|
||||
glDisable GL_STENCIL_TEST
|
||||
|
||||
--draw to the lighting framebuffer here
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
|
||||
glClearColor 1 1 1 1
|
||||
glClear GL_COLOR_BUFFER_BIT
|
||||
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)
|
||||
glDrawArrays
|
||||
(marshalEPrimitiveMode EPoints)
|
||||
0
|
||||
1
|
||||
|
||||
-- assumes that vertices have already been sent to the shader
|
||||
pingPongBetween ::
|
||||
(FBO, TO) ->
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
module Shader.AuxAddition
|
||||
( addTexture
|
||||
( addSamplerTexture2D
|
||||
, vaddTextureNoFilter
|
||||
, addTextureArray
|
||||
, addUniforms
|
||||
@@ -20,8 +20,8 @@ import GLHelp
|
||||
|
||||
-- I am not sure if this assumes that the shader is constructed directly before
|
||||
-- the texture is added...
|
||||
addTexture :: String -> FullShader -> IO FullShader
|
||||
addTexture = addTexture2D 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR
|
||||
addSamplerTexture2D :: String -> FullShader -> IO FullShader
|
||||
addSamplerTexture2D = addTexture2D 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR
|
||||
|
||||
vaddTextureNoFilter :: String -> FullShader -> IO FullShader
|
||||
vaddTextureNoFilter = addTexture2D 1 GL_NEAREST GL_NEAREST
|
||||
|
||||
Reference in New Issue
Block a user