Implement low res shadows

This commit is contained in:
jgk
2021-04-28 20:50:53 +02:00
parent 5a8555d5a0
commit 8cb177a21c
11 changed files with 147 additions and 77 deletions
+20 -13
View File
@@ -21,7 +21,8 @@ data RenderData = RenderData
{ _lightingFloorShader :: FullShader (Float,Float,Float,Float)
, _lightingOccludeShader :: FullShader (Point2,Point2)
, _lightingWallShader :: FullShader (Point2,Point2)
, _wallFaceShader :: FullShader ((Point2,Point2),Point4)
, _wallBlankShader :: FullShader ((Point2,Point2),Point4)
, _wallTextureShader :: FullShader ((Point2,Point2),Point4)
, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
, _fullscreenShader :: FullShader ()
, _pictureShaders :: [FullShader RenderType]
@@ -68,8 +69,12 @@ preloadRender = do
bgShad <- makeShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
>>= addTexture "data/texture/smudgedDirt.png"
-- wallShader
wlFace <- makeShader "wall/blank" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPColStrat
-- blank wallShader
wlBlank <- makeShader "wall/blank" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPColStrat
-- >>= addTexture "data/texture/grayscaleDirt.png"
>>= addUniforms ["perpMat"]
-- textured wallShader
wlTexture <- makeShader "wall/texture" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPColStrat
>>= addTexture "data/texture/grayscaleDirt.png"
>>= addUniforms ["perpMat"]
@@ -80,16 +85,17 @@ preloadRender = do
bindFramebuffer Framebuffer $= defaultFramebufferObject
return $ RenderData
{ _pictureShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
, _lightingFloorShader = lsShad
, _lightingOccludeShader = wsShad
, _lightingWallShader = wlLightShad
, _wallFaceShader = wlFace
, _backgroundShader = bgShad
, _fullscreenShader = fsShad
, _spareFBO = fbo
, _fboTexture = fboTO
, _fboRenderbufferObject = fboRBO
{ _pictureShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
, _lightingFloorShader = lsShad
, _lightingOccludeShader = wsShad
, _lightingWallShader = wlLightShad
, _wallBlankShader = wlBlank
, _wallTextureShader = wlTexture
, _backgroundShader = bgShad
, _fullscreenShader = fsShad
, _spareFBO = fbo
, _fboTexture = fboTO
, _fboRenderbufferObject = fboRBO
}
-- potential drawing setup
@@ -113,6 +119,7 @@ setupFramebuffer = do
fboTO <- genObjectName
textureBinding Texture2D $= Just fboTO
texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 800 600) 0 (PixelData RGBA UnsignedByte nullPtr)
texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 8 6) 0 (PixelData RGBA UnsignedByte nullPtr)
textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
generateMipmap' Texture2D
framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
+45 -19
View File
@@ -25,17 +25,12 @@ import Data.Maybe (fromJust)
import qualified Data.IntMap.Strict as IM
import qualified SDL
renderWalls :: RenderData -> [((Point2,Point2),Point4)] -> GLmatrix GLfloat -> IO ()
renderWalls pdata wps pmat = do
n <- F.foldM (pokeShader $ _wallFaceShader pdata) wps
bindShaderBuffers [_wallFaceShader pdata] [n]
currentProgram $= Just (_shaderProgram $ _wallFaceShader pdata)
uniform (head (fromJust $ _shaderCustomUnis $ _wallFaceShader pdata) )
$= pmat
drawShader (_wallFaceShader pdata) n
setWallDepth :: RenderData -> [(Point2,Point2)] -> (Float,Float) -> GLmatrix GLfloat -> IO Word32
setWallDepth
:: RenderData
-> [(Point2,Point2)] -- ^ Wall points
-> (Float,Float) -- ^ View from point
-> GLmatrix GLfloat
-> IO Word32
setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat = do
startTicks <- SDL.ticks
colorMask $= Color4 Disabled Disabled Disabled Disabled
@@ -55,6 +50,8 @@ setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat = do
endTicks <- SDL.ticks
return $ endTicks - startTicks
halfSize (Size x y) = Size (div x 2) (div y 2)
createLightMap
:: RenderData
-> Float -- Rotation
@@ -66,8 +63,13 @@ createLightMap
-> (Float,Float) -- View from position
-> GLmatrix GLfloat
-> IO ()
createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
createLightMap pdata rot zoom (tranx,trany) (winx',winy') wallPoints lightPoints
(viewFromx,viewFromy) pmat = do
let winx = winx' / 2
winy = winy' / 2
(vppos,vpsize) <- get viewport
viewport $= (vppos, halfSize vpsize)
bindFramebuffer Framebuffer $= _spareFBO pdata
-- store wall and light positions into buffer
@@ -140,6 +142,7 @@ createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
cullFace $= Nothing
stencilTest $= Disabled
blend $= Disabled
viewport $= (vppos, vpsize)
bindFramebuffer Framebuffer $= defaultFramebufferObject
colorMask $= Color4 Disabled Disabled Disabled Enabled
bindShaderBuffers [_fullscreenShader pdata] [4]
@@ -148,7 +151,13 @@ createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
colorMask $= Color4 Enabled Enabled Enabled Enabled
blend $= Enabled
renderBackground :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> IO ()
renderBackground
:: RenderData
-> Float -- Rotation
-> Float -- Zoom
-> (Float,Float) -- Translation
-> (Float,Float) -- Window size
-> IO ()
renderBackground pdata rot zoom (tranx,trany) (winx,winy) = do
-- depthFunc $= Just Less
-- set drawing for on top
@@ -164,7 +173,13 @@ renderBackground pdata rot zoom (tranx,trany) (winx,winy) = do
textureBinding Texture2D $= _textureObject <$> _shaderTexture (_backgroundShader pdata)
drawArrays Points 0 1
setCommonUniforms :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> IO ()
setCommonUniforms
:: RenderData
-> Float -- ^ Rotation
-> Float -- ^ Zoom
-> (Float,Float) -- ^ Translation
-> (Float,Float) -- ^ Window size
-> IO ()
setCommonUniforms pdata rot zoom (tranx,trany) (winx,winy) = do
setShaderUniforms rot zoom (tranx,trany) (winx,winy)
( extractProgAndUnis (_lightingFloorShader pdata)
@@ -174,7 +189,11 @@ setCommonUniforms pdata rot zoom (tranx,trany) (winx,winy) = do
: map extractProgAndUnis (_pictureShaders pdata)
)
renderFoldable :: Foldable f => RenderData -> f RenderType -> IO Word32
renderFoldable
:: Foldable f
=> RenderData
-> f RenderType
-> IO Word32
renderFoldable pdata tree = do
pokeStartTicks <- SDL.ticks
@@ -183,7 +202,7 @@ renderFoldable pdata tree = do
-- poke data, returns list of number of vertices for each shader
is <- F.foldM (pokeShaders slist) tree
-- the idea of doing as binding of buffers at once, rather than interweaving with draw
-- the idea of binding many buffers at once, rather than interweaving with draw
-- calls, is to prevent opengl from waiting for a draw call to finish
-- before it performs another state change
bindShaderBuffers slist is
@@ -194,13 +213,20 @@ renderFoldable pdata tree = do
return $ pokeEndTicks - pokeStartTicks
------------------------------end renderFoldable
pokeTwoOff :: Ptr Float -> Int -> (Float,Float) -> IO ()
pokeTwoOff
:: Ptr Float
-> Int
-> (Float,Float)
-> IO ()
{-# INLINE pokeTwoOff #-}
pokeTwoOff ptr n (x,y) = do
pokeElemOff ptr (2*n+0) x
pokeElemOff ptr (2*n+1) y
pokeThreeOff :: Ptr Float -> Int -> (Float,Float,Float) -> IO ()
pokeThreeOff
:: Ptr Float
-> Int
-> (Float,Float,Float)
-> IO ()
{-# INLINE pokeThreeOff #-}
pokeThreeOff ptr n (x,y,z) = do
pokeElemOff ptr (3*n+0) x