Buggy (but fastish) merge of shadows into shapes

This commit is contained in:
2021-09-21 10:09:40 +01:00
parent e98ada22fd
commit 8854b195cc
3 changed files with 54 additions and 45 deletions
+2 -3
View File
@@ -56,16 +56,15 @@ doDrawing pdata w = do
-- bind as much data into vbos as feasible at this point
-- poke wall points and colors
nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
(numShapeVs,nSils,nIndices,nSilIndices) <- pokeShape
(numShapeVs,nIndices,nSilIndices) <- pokeShape
(_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
(shadVBOptr $ _lightingLineShadowShader pdata)
-- (shadVBOptr $ _lightingLineShadowShader pdata)
(_eboPtr $ _shapeEBO pdata)
(_eboPtr $ _silhouetteEBO pdata)
$ worldShape w
-- bind wall points, silhouette data, surface geometry
uncurry bindShaderBuffers $ unzip
[ ( _wallTextureShader pdata, nWalls)
, (_lightingLineShadowShader pdata, nSils)
, (_shapeShader pdata, numShapeVs)
]
bindBuffer ElementArrayBuffer $= Just (_ebo $ _shapeEBO pdata)
+17 -10
View File
@@ -99,15 +99,12 @@ preloadRender = do
bindBuffer ElementArrayBuffer $= Just shEBOname
let shPosColVAO = VAO { _vao = shPosColVAOname, _vaoVBO = shVBO }
shPosVAO = VAO { _vao = shPosVAOname, _vaoVBO = shVBO }
-- lighting shaders
wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] EPoints
>>= addUniforms ["lightPos"]
lightingCapShad
<- makeShader "lighting/cap" [vert,geom,frag] [3] ETriangles
>>= addUniforms ["lightPos"]
lightingLineShadowShad
<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency
>>= addUniforms ["lightPos"]
--setup silhouette edge VAO
shEdgeVAOname <- genObjectName
bindVertexArrayObject $= Just shEdgeVAOname
bindBuffer ArrayBuffer $= Just shVBOname
setupVertexAttribPointer 0 3 7 0
--setup ebo for silhouette edges
silEBOname <- genObjectName
silEBOptr <- mallocArray numDrawableElements
-- it may be important to bind this while the correct VAO is bound
@@ -118,6 +115,16 @@ preloadRender = do
, StreamDraw
)
let silEBO = EBO {_ebo = silEBOname, _eboPtr = silEBOptr}
shEdgeVAO = VAO { _vao = shEdgeVAOname, _vaoVBO = shVBO }
-- lighting shaders
wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] EPoints
>>= addUniforms ["lightPos"]
lightingCapShad
<- makeShader "lighting/cap" [vert,geom,frag] [3] ETriangles
>>= addUniforms ["lightPos"]
lightingLineShadowShad
<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency
>>= addUniforms ["lightPos"]
-- 2D draw shaders
bslist <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
bslista <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
@@ -194,7 +201,7 @@ preloadRender = do
, _shapeEBO = shEBO
, _silhouetteEBO = silEBO
, _lightingCapShader = lightingCapShad { _shadVAO = shPosVAO }
, _lightingLineShadowShader = lightingLineShadowShad
, _lightingLineShadowShader = lightingLineShadowShad {_shadVAO = shEdgeVAO}
, _lightingOccludeShader = wsShad {_shadVAO = wpVAO}
, _wallBlankShader = wlBlank { _shadVAO = wpColVAO }
, _wallTextureShader = wlTexture { _shadVAO = wpColVAO }
+35 -32
View File
@@ -45,54 +45,57 @@ pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxExt=ext,_vxShadNum=the
pokeShape
:: Ptr Float -- ^ vertex data pointer
-> Ptr Float -- ^ edge data pointer
-> Ptr GLushort -- ^ vertex indices pointer
-> Ptr GLushort -- ^ edge indices pointer
-> Shape
-> IO (Int,Int,Int,Int)
pokeShape vptr eptr iptr ieptr = bifoldlM
(pokeShapeObjs vptr iptr ieptr)
(pokeShapeEs eptr ieptr) (0,0,0,0)
-> IO (Int,Int,Int)
pokeShape vptr iptr ieptr = pokeShapeObjs vptr iptr ieptr (0,0,0) . fst
pokeShapeObjs
:: Ptr Float
-> Ptr GLushort
-> Ptr GLushort -> (Int,Int,Int,Int) -> [ShapeObj] -> IO (Int, Int,Int,Int)
pokeShapeObjs ptr iptr _ count = VS.foldlM' (pokeShapeObj ptr iptr) count . VS.fromList
-> Ptr GLushort -> (Int,Int,Int) -> [ShapeObj] -> IO (Int,Int,Int)
pokeShapeObjs ptr iptr ieptr count = VS.foldlM' (pokeShapeObj ptr iptr ieptr) count . VS.fromList
pokeShapeObj :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> ShapeObj -> IO (Int,Int,Int,Int)
pokeShapeObj ptr iptr counts (ShapeObj shType shVerts) = case shType of
TopPrism size -> pokeTopPrism size ptr iptr counts shVerts
pokeShapeObj :: Ptr Float -> Ptr GLushort -> Ptr GLushort
-> (Int,Int,Int) -> ShapeObj -> IO (Int,Int,Int)
pokeShapeObj ptr iptr ieptr counts (ShapeObj shType shVerts) = case shType of
TopPrism size -> pokeTopPrism size ptr iptr ieptr counts shVerts
pokeTopPrism :: Int -> Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> [ShapeV] -> IO (Int,Int,Int,Int)
pokeTopPrism size ptr iptr count svs = do
count' <- pokeTopPrismIndices size iptr count
pokeTopPrism :: Int -> Ptr Float -> Ptr GLushort
-> Ptr GLushort -> (Int,Int,Int) -> [ShapeV] -> IO (Int,Int,Int)
pokeTopPrism size ptr iptr ieptr count svs = do
count' <- pokeTopPrismIndices size iptr count >>= pokeTopPrismEdgeIndices size ieptr
VS.foldlM' (pokeJustV ptr) count' (VS.fromList svs)
pokeTopPrismIndices :: Int -> Ptr GLushort -> (Int,Int,Int,Int) -> IO (Int,Int,Int,Int)
pokeTopPrismIndices size iptr (nv,ne,ni,nei) = do
pokeTopPrismIndices :: Int -> Ptr GLushort -> (Int,Int,Int) -> IO (Int,Int,Int)
pokeTopPrismIndices size iptr (nv,ni,nei) = do
ni' <- foldM (pokeTopPrismIndex nv iptr) ni (topPrismIndices size)
return (nv,ne,ni',nei)
return (nv,ni',nei)
pokeTopPrismEdgeIndices :: Int -> Ptr GLushort -> (Int,Int,Int) -> IO (Int,Int,Int)
pokeTopPrismEdgeIndices size ieptr (nv,ni,nei) = do
nei' <- foldM (pokeTopPrismEdgeIndex nv ieptr) nei (topPrismEdgeIndices size)
return (nv,ni,nei')
pokeTopPrismEdgeIndex :: Int -> Ptr GLushort -> Int -> Int -> IO Int
pokeTopPrismEdgeIndex nv iptr ni ioff = do
pokeElemOff iptr ni (fromIntegral $ nv + ioff)
return (ni + 1)
pokeTopPrismIndex :: Int -> Ptr GLushort -> Int -> Int -> IO Int
pokeTopPrismIndex nv iptr ni ioff = do
pokeElemOff iptr ni (fromIntegral $ nv + ioff)
return (ni + 1)
pokeShapeEs :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> [Point3] -> IO (Int,Int,Int,Int)
pokeShapeEs ptr ieptr count = VS.foldlM' (pokeShapeE ptr ieptr) count . VS.fromList
pokeShapeE :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> Point3 -> IO (Int,Int,Int,Int)
pokeShapeE eptr ieptr (nv,n,ni,nei) (V3 a b c) = do
pokeElemOff eptr (n * 3) a
pokeElemOff eptr (n * 3 + 1) b
pokeElemOff eptr (n * 3 + 2) c
pokeElemOff ieptr nei (fromIntegral n)
return $ (nv,n + 1,ni,nei+1)
topPrismEdgeIndices :: Int -> [Int]
topPrismEdgeIndices n = undefined
topPrismEdgeIndices n = concatMap f [0..n-1]
where
f i =
[ i, (i+2) `mod` n, i+1, (i+4) `mod` n
, i, i+1, (i+4) `mod` n, (i+3) `mod` n
, i+1, (i+5) `mod` n, i, (i+3) `mod` n
]
topPrismIndices :: Int -> [Int]
topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
@@ -104,8 +107,8 @@ topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
g x = [2*x,2*x+1,2*x+3
,2*x,2*x+3,2*x+2]
pokeJustV :: Ptr Float -> (Int,Int,Int,Int) -> ShapeV -> IO (Int,Int,Int,Int)
pokeJustV ptr (nv,ne,ni,nei) sh = do
pokeJustV :: Ptr Float -> (Int,Int,Int) -> ShapeV -> IO (Int,Int,Int)
pokeJustV ptr (nv,ni,nei) sh = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
@@ -113,7 +116,7 @@ pokeJustV ptr (nv,ne,ni,nei) sh = do
pokeElemOff ptr (off 4) e
pokeElemOff ptr (off 5) f
pokeElemOff ptr (off 6) g
return (nv+1,ne,ni,nei)
return (nv+1,ni,nei)
where
off i = nv*7 + i
V3 a b c = _svPos sh