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
+83 -77
View File
@@ -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) ->