Lower walls and performance improvement for shadows

This commit is contained in:
jgk
2021-03-20 12:28:19 +01:00
parent ec46eec8e8
commit a2183151be
3 changed files with 19 additions and 15 deletions
+14 -10
View File
@@ -6,29 +6,28 @@ uniform vec2 lightPos;
uniform mat4 perpMat;
uniform mat4 worldMat;
vec2 lightPosa = lightPos;
vec2 lightPosa = ( perpMat * vec4(lightPos,0,1) ).xy;
vec4 shift (vec4 p)
{ return vec4 (p.xy + (200 * (p.xy-lightPosa)), 0 , 1);
{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
}
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
// construct a box with opening on bottom face
// construct a box with openings on bottom face and face away from wall
void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPosa, p2.xy - lightPosa) < 0)
if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
{
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 p3 = vec4 (p1.xy,-0.2,1);
vec4 p4 = vec4 (p2.xy,-0.2,1);
vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4 (p6.xy,-0.5,1);
vec4 p8 = vec4 (p5.xy,-0.5,1);
vec4 p7 = vec4 (p6.xy,-0.2,1);
vec4 p8 = vec4 (p5.xy,-0.2,1);
vec4 a1 = perpMat * p1;
vec4 a2 = perpMat * p2;
@@ -39,6 +38,11 @@ vec4 a6 = perpMat * p6;
vec4 a7 = perpMat * p7;
vec4 a8 = perpMat * p8;
// gl_Position = a1; EmitVertex();
// gl_Position = a5; EmitVertex();
// gl_Position = a2; EmitVertex();
// gl_Position = a6; EmitVertex();
gl_Position = a4; EmitVertex();
gl_Position = a3; EmitVertex();
gl_Position = a7; EmitVertex();
@@ -50,7 +54,7 @@ vec4 a8 = perpMat * p8;
gl_Position = a2; EmitVertex();
gl_Position = a7; EmitVertex();
gl_Position = a6; EmitVertex();
// gl_Position = a5; EmitVertex();
EndPrimitive();
} else {}
}
+2 -2
View File
@@ -122,8 +122,8 @@ worldPictures w
where tst x y sc t = translate x y $ scale sc sc $ color white $ text t
testPic :: World -> [Picture]
testPic w = --[blank]
[setLayer 1 $ onLayerL [99] $ bezierQuad white red 5 5 (00,00) (300,305) (50,000) ]
testPic w = [blank]
-- [setLayer 1 $ onLayerL [99] $ bezierQuad white red 5 5 (00,00) (300,305) (50,000) ]
-- $ uncurry translate (mouseWorldPos w)
+3 -3
View File
@@ -68,9 +68,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
$= Vector2 viewFromx viewFromy -- hopefully this draws as if from the center
-- it does, but this is not correct when
-- the camera center is not the player position
$= Vector2 viewFromx viewFromy
pmat <- (newMatrix RowMajor
$ perspectiveMatrix rot zoom (tranx,trany) (winx,winy) (viewFromx,viewFromy)
) :: IO (GLmatrix GLfloat)
@@ -85,6 +83,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
stencilTest $= Enabled
forM_ lightPoints $ \(x,y,r,lum) -> do
-- depthFunc $= Just Less
colorMask $= (Color4 Disabled Disabled Disabled Disabled)
clear [StencilBuffer]
cullFace $= Just Back
-- stencilOp $= (OpKeep,OpKeep,OpReplace)
@@ -103,6 +102,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
cullFace $= Nothing
colorMask $= (Color4 Enabled Enabled Enabled Enabled)
let lightPtr = (\(_,ptr,_) -> ptr) $ head
$ _vaoBufferTargets $ _shaderVAO $ _lightSourceShader pdata
(x',y') = zTran $ rotateV (0 - rot) $ (x,y) -.- (tranx,trany)