Work on geometry shader based shadows

This commit is contained in:
2023-03-11 22:59:19 +00:00
parent 5724a0543e
commit 7ee3f6581d
18 changed files with 235 additions and 144 deletions
+1
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@@ -23,6 +23,7 @@ data RenderData = RenderData
, _shadowCapShader :: FullShader
, _shadowWallShader :: FullShader
, _shadowLightShader :: FullShader
, _shadowCombineShader :: FullShader
, _positionalBlankShader :: FullShader
, _wallBlankShader :: FullShader
, _windowShader :: FullShader
+2 -1
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@@ -27,7 +27,8 @@ data Input = Input
, _rSelect :: Point2
, _clickMousePos :: Point2
, _textInput :: String
, _scrollTestValue :: Float
, _scrollTestFloat :: Float
, _scrollTestInt :: Int
}
makeLenses ''Input
+2 -1
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@@ -26,7 +26,8 @@ defaultInput =
, _rLine = (0, 0)
, _lSelect = 0
, _rSelect = 0
, _scrollTestValue = 1
, _scrollTestFloat = 1
, _scrollTestInt = 0
}
defaultWorld :: World
+20 -1
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@@ -3,6 +3,7 @@ module Dodge.Render (
doDrawing,
) where
import qualified Data.Map.Strict as M
import Picture.Base
import qualified SDL
import qualified Data.Vector as V
@@ -31,8 +32,18 @@ import Shader.Parameters
import Shader.Poke
doDrawing :: SDL.Window -> RenderData -> Universe -> IO ()
doDrawing win pdata u = do
doDrawing window rdata u
| SDL.ScancodeT `M.member` (u ^. uvWorld . input . pressedKeys) = doTestDrawing rdata u
| otherwise = doDrawing' window rdata u
doTestDrawing :: RenderData -> Universe -> IO ()
doTestDrawing _ _ = do
return ()
doDrawing' :: SDL.Window -> RenderData -> Universe -> IO ()
doDrawing' win pdata u = do
--sTicks <- SDL.ticks
checkGLError
let w = _uvWorld u
cfig = _uvConfig u
rot = w ^. cWorld . camPos . camRot
@@ -139,6 +150,7 @@ doDrawing win pdata u = do
--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
createLightMap
cfig
pdata
lightPoints
nWalls
@@ -212,6 +224,7 @@ doDrawing win pdata u = do
--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
createLightMap
cfig
pdata
lightPoints
nWalls
@@ -352,3 +365,9 @@ renderTextureWalls pdata nWalls = do
glDisable GL_CULL_FACE
--cullFace $= Nothing
checkGLError :: IO ()
checkGLError = do
err <- glGetError
case err of
0 -> return ()
i -> error $ "OpenGL error: " ++ show i
+4 -2
View File
@@ -4,6 +4,8 @@ import Dodge.Data.Input
import LensHelp
updateScrollTestValue :: Input -> Input
updateScrollTestValue theinput = theinput & scrollTestValue +~ theamount
updateScrollTestValue theinput = theinput & scrollTestFloat +~ theamount
& scrollTestInt +~ i
where
theamount = fromIntegral (theinput ^. scrollAmount) / 100
i = theinput ^. scrollAmount
theamount = fromIntegral i / 100
+3 -1
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@@ -15,7 +15,9 @@ testStringInit :: Universe -> [String]
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 $ length $ snd $ worldSPic (u ^. uvConfig) (u ^. uvWorld)
, show $ u ^. uvWorld . input . scrollTestInt
]
--[show $ u ^? uvWorld . hud . hudElement . diSections . sssExtra . sssSelPos . _Just]
-- [show $ fmap IM.keys $ u ^? uvWorld . hud . hudElement . subInventory . ciSections . sssSections]
+2 -2
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@@ -110,9 +110,9 @@ resizeShadowFBO (fbo, (oldto1, oldto2)) x y = do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fbo)
mglDelete glDeleteTextures $ _unTO oldto1
mglDelete glDeleteTextures $ _unTO oldto2
to1 <- initializeTexture2DArray fbo GL_COLOR_ATTACHMENT0 x y 10 GL_NEAREST GL_NEAREST GL_RGBA8
to1 <- initializeTexture2DArray fbo GL_COLOR_ATTACHMENT0 x y 20 GL_NEAREST GL_NEAREST GL_RGBA8
to2 <- initializeTexture2DArray
fbo GL_DEPTH_STENCIL_ATTACHMENT x y 10 GL_NEAREST GL_NEAREST GL_DEPTH24_STENCIL8
fbo GL_DEPTH_STENCIL_ATTACHMENT x y 20 GL_NEAREST GL_NEAREST GL_DEPTH24_STENCIL8
checkFBO fbo
return (fbo, (TO to1, TO to2))
+17 -9
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@@ -141,15 +141,15 @@ preloadRender = do
shadowedgeshader <-
makeShaderUsingVAO "shadow/edge" [vert, geom] ELinesAdjacency shEdgeVAO
>>= addUniforms ["lightID"]
-- >>= addUniforms ["lightPos", "radiusUniform","lightID"]
shadowcapshader <-
makeShaderUsingVAO "shadow/cap" [vert, geom] ETriangles shPosVAO
>>= addUniforms [ "lightID"]
-- >>= addUniforms ["lightPos"]
shadowwallshader <-
makeShaderUsingVAO "shadow/wallShadow" [vert, geom] EPoints wpVAO
>>= addUniforms ["lightID"]
shadowlightshader <- makeShaderSized "shadow/light" [vert, geom, frag]
[1] 1
EPoints
shadowcombineshader <- makeShaderSized "shadow/combine" [vert,geom,frag] [1] 1 EPoints
pokeArray (shadVBOptr' shadowlightshader) $ concat cornerListForTriangles
-- positional shader
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
@@ -181,17 +181,15 @@ preloadRender = do
lightingTextureShad <-
makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao
>>= addUniforms ["lightPos", "lumRad"]
shadowlightshader <-
makeShaderUsingVAO "shadow/light" [vert, frag] ETriangleStrip fsshadvao
-- >>= addUniforms ["lightPos", "lumRad"]
>>= addUniforms ["lightID"]
-- >>= addUniforms ["lightID"]
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"
>>= addSamplerTexture2D "data/texture/grayscaleDirt.png"
---- texture array shader
textArrayShad <-
makeShader "texture/arrayPos" [vert, frag] [3, 3] ETriangles
@@ -254,6 +252,7 @@ preloadRender = do
, _shadowCapShader = shadowcapshader
, _shadowWallShader = shadowwallshader
, _shadowLightShader = shadowlightshader
, _shadowCombineShader = shadowcombineshader
, _positionalBlankShader = positionalBlankShad
, _wallBlankShader = wallBlankShad
, _wallTextureShader = wallTextureShad
@@ -292,6 +291,15 @@ cornerList =
, [1, 1, 1, 1]
, [1, -1, 1, 0]
]
cornerListForTriangles :: [[Float]]
cornerListForTriangles =
[ [-1, 1, 0, 1]
, [-1, -1, 0, 0]
, [1, 1, 1, 1]
, [-1, -1, 0, 0]
, [1, 1, 1, 1]
, [1, -1, 1, 0]
]
cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload pd = do
+83 -77
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@@ -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) ->
+3 -3
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@@ -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