Work on lightmaps, add file

This commit is contained in:
2023-03-23 23:42:09 +00:00
parent 1abfaa3cd0
commit 9a66a09f96
9 changed files with 157 additions and 183 deletions
+106 -103
View File
@@ -28,9 +28,8 @@ import Shader.Data
createLightMap ::
Configuration ->
ShadowRendering ->
-- | number of walls
Int ->
GLsizei ->
-- | number of silhoutte lines to draw
Int ->
-- | number of "caps" to attempt to draw
@@ -43,10 +42,10 @@ createLightMap ::
RenderData ->
IO ()
createLightMap cfig shadrendertype = case shadrendertype of
InstancingShads -> instanceLightMap cfig
NoShadows -> const . const . const renderLightingNoShadows
NoLighting -> const . const . const . const . const . const renderFlatLighting
_ -> renderShadows shadrendertype
InstancingShads -> instanceLightMap cfig
NoShadows -> const . const . const renderLightingNoShadows
NoLighting -> const . const . const . const . const . const renderFlatLighting
_ -> renderShadows shadrendertype
renderLightingNoShadows ::
TO ->
@@ -110,113 +109,117 @@ renderLightingNoShadows positiontexture normaltexture lightPoints pdata = do
renderFlatLighting :: RenderData -> IO ()
renderFlatLighting pdata = do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
withArray [1, 1, 1, 1] $ \ptr ->
withArray [0, 0, 0, 1] $ \ptr ->
glClearNamedFramebufferfv
(pdata ^. fboLighting . _1 . unFBO)
GL_COLOR
0
ptr
with 1 $ \ptr ->
glClearNamedFramebufferfv
(pdata ^. fboLighting . _1 . unFBO)
GL_DEPTH
0
ptr
glDisable GL_CULL_FACE
glDepthFunc GL_ALWAYS
glDepthMask GL_FALSE
renderShadows ::
ShadowRendering ->
GLsizei ->
Int ->
Int ->
TO ->
TO ->
[(Point3, Float, Point3)] ->
RenderData ->
IO ()
renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture lightPoints pdata = do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata
lwallShad = _lightingWallShadShader pdata
ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
glDepthMask GL_FALSE
-- clearColor is specified differently in preloadRender
-- the colors are inverted
withArray [1, 1, 1, 1] $ \ptr ->
glClearNamedFramebufferfv
(pdata ^. fboLighting . _1 . unFBO)
GL_COLOR
0
ptr
-- 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
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
with 0 $ \ptr ->
glClearNamedFramebufferiv
(pdata ^. fboLighting . _1 . unFBO)
GL_STENCIL
0
ptr
glDisable GL_CULL_FACE
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
glUseProgram (_shaderUINT lwallShad)
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata
lwallShad = _lightingWallShadShader pdata
ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
glDepthMask GL_FALSE
-- clearColor is specified differently in preloadRender
-- the colors are inverted
withArray [1, 1, 1, 1] $ \ptr ->
glClearNamedFramebufferfv
(pdata ^. fboLighting . _1 . unFBO)
GL_COLOR
0
ptr
-- 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
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
with 0 $ \ptr ->
glClearNamedFramebufferiv
(pdata ^. fboLighting . _1 . unFBO)
GL_STENCIL
0
ptr
glDisable GL_CULL_FACE
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
glUseProgram (_shaderUINT lwallShad)
glUniform3f 0 x y z
glUniform1f 1 rad
glBindVertexArray $ lwallShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
glDrawArrays
(_unPrimitiveMode $ _shaderPrimitive lwallShad)
0
nWalls
case shadrendertype of
GeoObjShads -> do
--draw silhouette shadows
glEnable GL_DEPTH_CLAMP
glUseProgram (_shaderUINT llinesShad)
glUniform3f 0 x y z
glUniform1f 1 rad
glBindVertexArray $ lwallShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
glDrawArrays
(_unPrimitiveMode $ _shaderPrimitive lwallShad)
0
(fromIntegral nWalls)
case shadrendertype of
GeoObjShads -> do
--draw silhouette shadows
glEnable GL_DEPTH_CLAMP
glUseProgram (_shaderUINT llinesShad)
glUniform3f 0 x y z
glUniform1f 1 rad
glBindVertexArray (_vaoName $ _shaderVAO llinesShad)
glDrawElements
(_unPrimitiveMode $ _shaderPrimitive llinesShad)
(fromIntegral nSils)
GL_UNSIGNED_SHORT
nullPtr
--draw caps on the near plane as required
glEnable GL_CULL_FACE
glCullFace GL_BACK
glCullFace GL_FRONT
glUseProgram (_shaderUINT lcapShad)
glUniform3f 0 x y z
glBindVertexArray $ lcapShad ^. shaderVAO . vaoName --Just (_vao $ _shadVAO lcapShad)
glDrawElements
(_unPrimitiveMode $ _shaderPrimitive lcapShad)
(fromIntegral nCaps)
GL_UNSIGNED_SHORT
nullPtr
glDisable GL_DEPTH_CLAMP
NoObjShads -> return ()
--draw lightmap itself
glDepthFunc GL_ALWAYS
-- bind world position texture
glDisable GL_CULL_FACE
glBindTextureUnit 0 (positiontexture ^. unTO)
glBindTextureUnit 1 (normaltexture ^. unTO)
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shaderUINT) --Just (_shadProg ltextShad)
glBindVertexArray (_vaoName $ _shaderVAO llinesShad)
glDrawElements
(_unPrimitiveMode $ _shaderPrimitive llinesShad)
(fromIntegral nSils)
GL_UNSIGNED_SHORT
nullPtr
--draw caps on the near plane as required
glEnable GL_CULL_FACE
glCullFace GL_BACK
glCullFace GL_FRONT
glUseProgram (_shaderUINT lcapShad)
glUniform3f 0 x y z
glUniform4f 1 r g b rad
glBindVertexArray $ ltextShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO ltextShad)
glDrawArrays
(_unPrimitiveMode (_shaderPrimitive ltextShad))
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_STENCIL_TEST
glBindVertexArray $ lcapShad ^. shaderVAO . vaoName --Just (_vao $ _shadVAO lcapShad)
glDrawElements
(_unPrimitiveMode $ _shaderPrimitive lcapShad)
(fromIntegral nCaps)
GL_UNSIGNED_SHORT
nullPtr
glDisable GL_DEPTH_CLAMP
_ -> return ()
--draw lightmap itself
glDepthFunc GL_ALWAYS
-- bind world position texture
glDisable GL_CULL_FACE
glBindTextureUnit 0 (positiontexture ^. unTO)
glBindTextureUnit 1 (normaltexture ^. unTO)
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shaderUINT) --Just (_shadProg ltextShad)
glUniform3f 0 x y z
glUniform4f 1 r g b rad
glBindVertexArray $ ltextShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO ltextShad)
glDrawArrays
(_unPrimitiveMode (_shaderPrimitive ltextShad))
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_STENCIL_TEST
lightsToArray :: [(Point3, Float, Point3)] -> [Float]
lightsToArray xs =
@@ -228,9 +231,8 @@ lightsToArray xs =
instanceLightMap ::
Configuration ->
-- | number of walls
Int ->
GLsizei ->
-- | number of silhoutte lines to draw
Int ->
-- | number of "caps" to attempt to draw
@@ -293,7 +295,7 @@ instanceLightMap cfig nWalls nSils nCaps toPos tanormals lightPoints pdata = do
glDrawArrays
(_unPrimitiveMode $ pdata ^. shadowWallShader . shaderPrimitive)
0
(fromIntegral nWalls)
nWalls
--draw silhouette shadows
glUseProgram $ pdata ^. shadowEdgeShader . shaderUINT
glBindVertexArray $ pdata ^. shadowEdgeShader . shaderVAO . vaoName
@@ -320,6 +322,7 @@ instanceLightMap cfig nWalls nSils nCaps toPos tanormals lightPoints pdata = do
glUseProgram (pdata ^. shadowLightShader . _1 . shaderUINT)
-- bind world position texture
glBindTextureUnit 0 (toPos ^. unTO)
glBindTextureUnit 1 (tanormals ^. unTO)
glDrawArrays
(_unPrimitiveMode $ pdata ^. shadowLightShader . _1 . shaderPrimitive)
0