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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} ;
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uniform int lightID;
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uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz ;
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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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// 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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vec4 projNear (vec4 pos)
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{
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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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( p0.z - lightPos.z > 0 )
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&& ( p1.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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&& ( p2.z - lightPos.z > 0 )
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&& theBool == 1
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)
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)
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{
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{
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// the front cap
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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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#version 450 core
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layout (lines_adjacency) in;
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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 (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 = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform LightsBlock
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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 posBool[20];
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vec4 colRad[20];
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vec4 colRad[20];
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} ;
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} ;
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uniform int lightID;
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vec3 lightPos1 = posBool[gl_InvocationID].xyz;
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vec3 lightPos1 = posBool[lightID].xyz;
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float theBool = posBool[gl_InvocationID].w;
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float theBool = posBool[lightID].w;
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos1)), 1));} ;
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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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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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// 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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{
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if (theBool == 1){
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if (theBool == 1){
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// float ru2 = radiusUniform * radiusUniform ;
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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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float ru2 = ru * ru;
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vec4 p0 = gl_in[0].gl_Position;
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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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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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vec4 p3 = shiftNear(p1);
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if ( dot(n0 , lightDir) > 0)
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if ( dot(n0 , lightDir) > 0)
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{
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{
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gl_Position = f(p0); EmitVertex();
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gl_Position = f(p0); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p1); EmitVertex();
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gl_Position = f(p1); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p2); EmitVertex();
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gl_Position = f(p2); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p3); EmitVertex();
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gl_Position = f(p3); gl_Layer = gl_InvocationID; EmitVertex();
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}
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}
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else
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else
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{
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{
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gl_Position = f(p1); EmitVertex();
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gl_Position = f(p1); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p0); EmitVertex();
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gl_Position = f(p0); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p3); EmitVertex();
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gl_Position = f(p3); gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = f(p2); EmitVertex();
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gl_Position = f(p2); gl_Layer = gl_InvocationID; EmitVertex();
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}
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}
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EndPrimitive();
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EndPrimitive();
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}
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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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vec3 lightPos = posBool[lightID].xyz;
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vec4 lumRad = colRad[lightID];
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vec4 lumRad = colRad[lightID];
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uniform sampler2D screenTexture;
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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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out vec4 fColor;
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void main()
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void main()
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{
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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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float dist = dot(distVec,distVec);
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if (dist > lumRad.a) {discard;}
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if (dist > lumRad.a) {discard;}
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float x = 1 - dist / lumRad.a ;
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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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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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}
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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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#version 450 core
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layout (points) in;
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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 (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 = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform LightsBlock
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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 posBool[20];
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vec4 colRad[20];
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vec4 colRad[20];
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} ;
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} ;
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uniform int lightID;
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vec3 lightPos = posBool[gl_InvocationID].xyz;
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vec3 lightPos = posBool[lightID].xyz;
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float theBool = posBool[gl_InvocationID].w;
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vec4 shift (vec4 p)
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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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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1);
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}
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}
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@@ -21,7 +22,7 @@ void main()
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{
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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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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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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{
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vec4 p3 = vec4 (p1.xy,100,1);
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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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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 a7 = theMat * p7;
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vec4 a8 = theMat * p8;
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vec4 a8 = theMat * p8;
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//gl_Position = a4; EmitVertex();
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gl_Position = a1; gl_Layer = gl_InvocationID; EmitVertex();
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//gl_Position = a3; EmitVertex();
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gl_Position = a5; gl_Layer = gl_InvocationID; EmitVertex();
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//gl_Position = a7; EmitVertex();
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gl_Position = a3; gl_Layer = gl_InvocationID; EmitVertex();
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//gl_Position = a8; EmitVertex();
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gl_Position = a8; gl_Layer = gl_InvocationID; EmitVertex();
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//gl_Position = a5; EmitVertex();
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gl_Position = a4; gl_Layer = gl_InvocationID; EmitVertex();
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//gl_Position = a3; EmitVertex();
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gl_Position = a7; gl_Layer = gl_InvocationID; EmitVertex();
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//gl_Position = a1; EmitVertex();
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gl_Position = a2; gl_Layer = gl_InvocationID; EmitVertex();
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//gl_Position = a4; EmitVertex();
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gl_Position = a6; gl_Layer = gl_InvocationID; 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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EndPrimitive();
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EndPrimitive();
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} else {}
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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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, _shadowCapShader :: FullShader
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, _shadowWallShader :: FullShader
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, _shadowWallShader :: FullShader
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, _shadowLightShader :: FullShader
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, _shadowLightShader :: FullShader
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, _shadowCombineShader :: FullShader
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, _positionalBlankShader :: FullShader
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, _positionalBlankShader :: FullShader
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, _wallBlankShader :: FullShader
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, _wallBlankShader :: FullShader
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, _windowShader :: 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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, _rSelect :: Point2
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, _clickMousePos :: Point2
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, _clickMousePos :: Point2
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, _textInput :: String
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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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}
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makeLenses ''Input
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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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, _rLine = (0, 0)
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, _lSelect = 0
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, _lSelect = 0
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, _rSelect = 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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}
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defaultWorld :: World
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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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doDrawing,
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) where
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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 Picture.Base
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import qualified SDL
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import qualified SDL
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import qualified Data.Vector as V
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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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import Shader.Poke
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doDrawing :: SDL.Window -> RenderData -> Universe -> IO ()
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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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|
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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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--sTicks <- SDL.ticks
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checkGLError
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let w = _uvWorld u
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let w = _uvWorld u
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cfig = _uvConfig u
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cfig = _uvConfig u
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rot = w ^. cWorld . camPos . camRot
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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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--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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createLightMap
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createLightMap
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cfig
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pdata
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pdata
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lightPoints
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lightPoints
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nWalls
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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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--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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createLightMap
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createLightMap
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cfig
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pdata
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pdata
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lightPoints
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lightPoints
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nWalls
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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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glDisable GL_CULL_FACE
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--cullFace $= Nothing
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--cullFace $= Nothing
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|
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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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import LensHelp
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|
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updateScrollTestValue :: Input -> Input
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updateScrollTestValue :: Input -> Input
|
||||||
updateScrollTestValue theinput = theinput & scrollTestValue +~ theamount
|
updateScrollTestValue theinput = theinput & scrollTestFloat +~ theamount
|
||||||
|
& scrollTestInt +~ i
|
||||||
where
|
where
|
||||||
theamount = fromIntegral (theinput ^. scrollAmount) / 100
|
i = theinput ^. scrollAmount
|
||||||
|
theamount = fromIntegral i / 100
|
||||||
|
|||||||
@@ -15,7 +15,9 @@ testStringInit :: Universe -> [String]
|
|||||||
testStringInit u = [show $ length $ lightsToRender (u ^. uvConfig) (u ^. uvWorld . cWorld . camPos)
|
testStringInit u = [show $ length $ lightsToRender (u ^. uvConfig) (u ^. uvWorld . cWorld . camPos)
|
||||||
(u ^. uvWorld . cWorld . lWorld)
|
(u ^. uvWorld . cWorld . lWorld)
|
||||||
, show $ length $ fst $ worldSPic (u ^. uvConfig) (u ^. uvWorld)
|
, 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 $ u ^? uvWorld . hud . hudElement . diSections . sssExtra . sssSelPos . _Just]
|
||||||
-- [show $ fmap IM.keys $ u ^? uvWorld . hud . hudElement . subInventory . ciSections . sssSections]
|
-- [show $ fmap IM.keys $ u ^? uvWorld . hud . hudElement . subInventory . ciSections . sssSections]
|
||||||
|
|
||||||
|
|||||||
@@ -110,9 +110,9 @@ resizeShadowFBO (fbo, (oldto1, oldto2)) x y = do
|
|||||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fbo)
|
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fbo)
|
||||||
mglDelete glDeleteTextures $ _unTO oldto1
|
mglDelete glDeleteTextures $ _unTO oldto1
|
||||||
mglDelete glDeleteTextures $ _unTO oldto2
|
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
|
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
|
checkFBO fbo
|
||||||
return (fbo, (TO to1, TO to2))
|
return (fbo, (TO to1, TO to2))
|
||||||
|
|
||||||
|
|||||||
+17
-9
@@ -141,15 +141,15 @@ preloadRender = do
|
|||||||
|
|
||||||
shadowedgeshader <-
|
shadowedgeshader <-
|
||||||
makeShaderUsingVAO "shadow/edge" [vert, geom] ELinesAdjacency shEdgeVAO
|
makeShaderUsingVAO "shadow/edge" [vert, geom] ELinesAdjacency shEdgeVAO
|
||||||
>>= addUniforms ["lightID"]
|
|
||||||
-- >>= addUniforms ["lightPos", "radiusUniform","lightID"]
|
|
||||||
shadowcapshader <-
|
shadowcapshader <-
|
||||||
makeShaderUsingVAO "shadow/cap" [vert, geom] ETriangles shPosVAO
|
makeShaderUsingVAO "shadow/cap" [vert, geom] ETriangles shPosVAO
|
||||||
>>= addUniforms [ "lightID"]
|
|
||||||
-- >>= addUniforms ["lightPos"]
|
|
||||||
shadowwallshader <-
|
shadowwallshader <-
|
||||||
makeShaderUsingVAO "shadow/wallShadow" [vert, geom] EPoints wpVAO
|
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
|
-- positional shader
|
||||||
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
|
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
|
||||||
@@ -181,17 +181,15 @@ preloadRender = do
|
|||||||
lightingTextureShad <-
|
lightingTextureShad <-
|
||||||
makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao
|
makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao
|
||||||
>>= addUniforms ["lightPos", "lumRad"]
|
>>= addUniforms ["lightPos", "lumRad"]
|
||||||
shadowlightshader <-
|
|
||||||
makeShaderUsingVAO "shadow/light" [vert, frag] ETriangleStrip fsshadvao
|
|
||||||
-- >>= addUniforms ["lightPos", "lumRad"]
|
-- >>= addUniforms ["lightPos", "lumRad"]
|
||||||
>>= addUniforms ["lightID"]
|
-- >>= addUniforms ["lightID"]
|
||||||
barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
|
barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
|
||||||
-- blank wallShader
|
-- blank wallShader
|
||||||
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
|
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
|
||||||
-- textured wallShader
|
-- textured wallShader
|
||||||
wallTextureShad <-
|
wallTextureShad <-
|
||||||
makeShaderUsingVAO "wall/texture" [vert, geom, frag] EPoints wpColVAO
|
makeShaderUsingVAO "wall/texture" [vert, geom, frag] EPoints wpColVAO
|
||||||
>>= addTexture "data/texture/grayscaleDirt.png"
|
>>= addSamplerTexture2D "data/texture/grayscaleDirt.png"
|
||||||
---- texture array shader
|
---- texture array shader
|
||||||
textArrayShad <-
|
textArrayShad <-
|
||||||
makeShader "texture/arrayPos" [vert, frag] [3, 3] ETriangles
|
makeShader "texture/arrayPos" [vert, frag] [3, 3] ETriangles
|
||||||
@@ -254,6 +252,7 @@ preloadRender = do
|
|||||||
, _shadowCapShader = shadowcapshader
|
, _shadowCapShader = shadowcapshader
|
||||||
, _shadowWallShader = shadowwallshader
|
, _shadowWallShader = shadowwallshader
|
||||||
, _shadowLightShader = shadowlightshader
|
, _shadowLightShader = shadowlightshader
|
||||||
|
, _shadowCombineShader = shadowcombineshader
|
||||||
, _positionalBlankShader = positionalBlankShad
|
, _positionalBlankShader = positionalBlankShad
|
||||||
, _wallBlankShader = wallBlankShad
|
, _wallBlankShader = wallBlankShad
|
||||||
, _wallTextureShader = wallTextureShad
|
, _wallTextureShader = wallTextureShad
|
||||||
@@ -292,6 +291,15 @@ cornerList =
|
|||||||
, [1, 1, 1, 1]
|
, [1, 1, 1, 1]
|
||||||
, [1, -1, 1, 0]
|
, [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 :: RenderData -> IO ()
|
||||||
cleanUpRenderPreload pd = do
|
cleanUpRenderPreload pd = do
|
||||||
|
|||||||
+83
-77
@@ -7,6 +7,8 @@ module Render (
|
|||||||
bindFBO,
|
bindFBO,
|
||||||
) where
|
) where
|
||||||
|
|
||||||
|
import Control.Monad
|
||||||
|
import Dodge.WindowSize
|
||||||
import Control.Lens
|
import Control.Lens
|
||||||
import Control.Monad.Primitive
|
import Control.Monad.Primitive
|
||||||
import Data.Preload.Render
|
import Data.Preload.Render
|
||||||
@@ -28,6 +30,7 @@ import Shader.ExtraPrimitive
|
|||||||
-- think of the produced texture as showing what RGB values should be "taken
|
-- think of the produced texture as showing what RGB values should be "taken
|
||||||
-- away" from the shape colors.
|
-- away" from the shape colors.
|
||||||
createLightMap ::
|
createLightMap ::
|
||||||
|
Configuration ->
|
||||||
RenderData ->
|
RenderData ->
|
||||||
[(Point3, Float, Point3)] -> -- Lights
|
[(Point3, Float, Point3)] -> -- Lights
|
||||||
-- | number of walls
|
-- | number of walls
|
||||||
@@ -42,8 +45,8 @@ createLightMap ::
|
|||||||
TO ->
|
TO ->
|
||||||
(Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader
|
(Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader
|
||||||
IO ()
|
IO ()
|
||||||
createLightMap pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
|
createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
|
||||||
InstancingShads -> instanceLightMap pdata lightPoints nWalls nSils nCaps toPos
|
InstancingShads -> instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos
|
||||||
_ -> do
|
_ -> do
|
||||||
let llinesShad = _lightingLineShadowShader pdata
|
let llinesShad = _lightingLineShadowShader pdata
|
||||||
lcapShad = _lightingCapShader 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]
|
--t (V3 a b c,d,V3 e f g) = [a,b,c,1]
|
||||||
|
|
||||||
instanceLightMap ::
|
instanceLightMap ::
|
||||||
|
Configuration ->
|
||||||
RenderData ->
|
RenderData ->
|
||||||
[(Point3, Float, Point3)] -> -- Lights
|
[(Point3, Float, Point3)] -> -- Lights
|
||||||
-- | number of walls
|
-- | number of walls
|
||||||
@@ -157,99 +161,101 @@ instanceLightMap ::
|
|||||||
-- | the texture object giving positions
|
-- | the texture object giving positions
|
||||||
TO ->
|
TO ->
|
||||||
IO ()
|
IO ()
|
||||||
instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
|
instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
|
||||||
let llinesShad = _shadowEdgeShader pdata
|
let llinesShad = _shadowEdgeShader pdata
|
||||||
lcapShad = _shadowCapShader pdata
|
lcapShad = _shadowCapShader pdata
|
||||||
lwallShad = _shadowWallShader pdata
|
lwallShad = _shadowWallShader pdata
|
||||||
--llinesShad = _lightingLineShadowShader pdata
|
(xsize,ysize) = getWindowSize cfig
|
||||||
ltextShad = _shadowLightShader pdata
|
|
||||||
withArray (lightsToArray lightPoints) $ \ptr ->
|
withArray (lightsToArray lightPoints) $ \ptr ->
|
||||||
glNamedBufferSubData (pdata ^. lightsUBO) 0 620 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
|
glDepthMask GL_FALSE
|
||||||
-- clearColor is specified differently in preloadRender
|
-- clearColor is specified differently in preloadRender
|
||||||
-- the colors are inverted
|
-- the colors are inverted
|
||||||
glClearColor 1 1 1 1
|
glClearColor 0 0 0 0
|
||||||
glClear GL_COLOR_BUFFER_BIT
|
glClear $ GL_COLOR_BUFFER_BIT + GL_STENCIL_BUFFER_BIT
|
||||||
-- for each of the lights:
|
-- for each of the lights:
|
||||||
-- 1. stencil out the shadows from this light's point of view
|
-- 1. stencil out the shadows from this light's point of view
|
||||||
-- 2. calculate lighting based on each fragment's position
|
-- 2. calculate lighting based on each fragment's position
|
||||||
-- to consider: adding normals/a "material" for each fragment
|
-- to consider: adding normals/a "material" for each fragment
|
||||||
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
|
|
||||||
glEnable GL_STENCIL_TEST
|
glEnable GL_STENCIL_TEST
|
||||||
--stencilTest $= Enabled
|
|
||||||
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
|
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
|
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
|
||||||
flip VFSM.mapM_ (VFSM.fromList (zip lightPoints [(0::Int)..])) $ \(_,i) -> do
|
-- this was a loop
|
||||||
glDepthFunc GL_LESS
|
glDepthFunc GL_LESS
|
||||||
-- setup stencil
|
-- setup stencil
|
||||||
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
|
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
|
||||||
glClear GL_STENCIL_BUFFER_BIT
|
glDisable GL_CULL_FACE
|
||||||
glDisable GL_CULL_FACE
|
glStencilFunc GL_ALWAYS 0 255
|
||||||
--cullFace $= Nothing
|
--draw wall shadows
|
||||||
glStencilFunc GL_ALWAYS 0 255
|
glUseProgram (_shadProg' lwallShad)
|
||||||
--draw wall shadows
|
glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
|
||||||
--currentProgram $= Just (_shadProg lwallShad)
|
-- glDrawArrays
|
||||||
glUseProgram (_shadProg' lwallShad)
|
-- (marshalEPrimitiveMode $ _shadPrim' lwallShad)
|
||||||
--uniform (_shadUnis lwallShad V.! 0)
|
-- 0
|
||||||
-- $= Vector3 x y z
|
-- (fromIntegral nWalls)
|
||||||
--glUniform3f (_shadUnis' lwallShad V.! 0) x y z
|
--draw silhouette shadows
|
||||||
glUniform1i (_shadUnis' lwallShad V.! 0) (fromIntegral i)
|
glUseProgram (_shadProg' llinesShad)
|
||||||
--bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
|
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
|
||||||
glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
|
-- glDrawElements
|
||||||
glDrawArrays
|
-- (marshalEPrimitiveMode $ _shadPrim' llinesShad)
|
||||||
(marshalEPrimitiveMode $ _shadPrim' lwallShad)
|
-- (fromIntegral nSils)
|
||||||
0
|
-- GL_UNSIGNED_SHORT
|
||||||
(fromIntegral nWalls)
|
-- nullPtr
|
||||||
--draw silhouette shadows
|
--draw caps on the near plane as required
|
||||||
glUseProgram (_shadProg' llinesShad)
|
glEnable GL_CULL_FACE
|
||||||
glUniform1i (_shadUnis' llinesShad V.! 0) (fromIntegral i)
|
glCullFace GL_BACK
|
||||||
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
|
glUseProgram (_shadProg' lcapShad)
|
||||||
glDrawElements
|
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
|
||||||
(marshalEPrimitiveMode $ _shadPrim' llinesShad)
|
-- glDrawElements
|
||||||
(fromIntegral nSils)
|
-- (marshalEPrimitiveMode $ _shadPrim' lcapShad)
|
||||||
GL_UNSIGNED_SHORT
|
-- (fromIntegral nCaps)
|
||||||
nullPtr
|
-- GL_UNSIGNED_SHORT
|
||||||
--draw caps on the near plane as required
|
-- nullPtr
|
||||||
glEnable GL_CULL_FACE
|
-- --draw lightmap itself
|
||||||
glCullFace GL_BACK
|
glEnable GL_DEPTH_TEST
|
||||||
glUseProgram (_shadProg' lcapShad)
|
glDepthFunc GL_ALWAYS
|
||||||
--glUniform3f (_shadUnis' lcapShad V.! 0) x y z
|
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
|
||||||
glUniform1i (_shadUnis' lcapShad V.! 0) (fromIntegral i)
|
glStencilFunc GL_EQUAL 0 255
|
||||||
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
|
-- delete vvvv
|
||||||
glDrawElements
|
glDisable GL_STENCIL_TEST
|
||||||
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
|
-- delete ^^^^
|
||||||
(fromIntegral nCaps)
|
glUseProgram (pdata ^. shadowLightShader . shadProg')
|
||||||
GL_UNSIGNED_SHORT
|
-- bind world position texture
|
||||||
nullPtr
|
bindTO toPos
|
||||||
--draw lightmap itself
|
glDisable GL_BLEND
|
||||||
glEnable GL_DEPTH_TEST
|
glBindVertexArray $ pdata ^. shadowLightShader . shadVAO' . vaoName
|
||||||
glDepthFunc GL_ALWAYS
|
glDrawArrays
|
||||||
--depthFunc $= Just Always
|
(marshalEPrimitiveMode $ pdata ^. shadowLightShader . shadPrim')
|
||||||
-- bind world position texture
|
0
|
||||||
bindTO toPos
|
(fromIntegral (4 :: Int))
|
||||||
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
|
|
||||||
--stencilOp $= (OpKeep, OpKeep, OpKeep)
|
-- this was the end of the loop
|
||||||
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...
|
|
||||||
glDisable GL_CULL_FACE
|
glDisable GL_CULL_FACE
|
||||||
glDisable GL_STENCIL_TEST
|
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
|
-- assumes that vertices have already been sent to the shader
|
||||||
pingPongBetween ::
|
pingPongBetween ::
|
||||||
(FBO, TO) ->
|
(FBO, TO) ->
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
module Shader.AuxAddition
|
module Shader.AuxAddition
|
||||||
( addTexture
|
( addSamplerTexture2D
|
||||||
, vaddTextureNoFilter
|
, vaddTextureNoFilter
|
||||||
, addTextureArray
|
, addTextureArray
|
||||||
, addUniforms
|
, addUniforms
|
||||||
@@ -20,8 +20,8 @@ import GLHelp
|
|||||||
|
|
||||||
-- I am not sure if this assumes that the shader is constructed directly before
|
-- I am not sure if this assumes that the shader is constructed directly before
|
||||||
-- the texture is added...
|
-- the texture is added...
|
||||||
addTexture :: String -> FullShader -> IO FullShader
|
addSamplerTexture2D :: String -> FullShader -> IO FullShader
|
||||||
addTexture = addTexture2D 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR
|
addSamplerTexture2D = addTexture2D 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR
|
||||||
|
|
||||||
vaddTextureNoFilter :: String -> FullShader -> IO FullShader
|
vaddTextureNoFilter :: String -> FullShader -> IO FullShader
|
||||||
vaddTextureNoFilter = addTexture2D 1 GL_NEAREST GL_NEAREST
|
vaddTextureNoFilter = addTexture2D 1 GL_NEAREST GL_NEAREST
|
||||||
|
|||||||
Reference in New Issue
Block a user