Lower walls and performance improvement for shadows
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@@ -122,8 +122,8 @@ worldPictures w
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where tst x y sc t = translate x y $ scale sc sc $ color white $ text t
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testPic :: World -> [Picture]
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testPic w = --[blank]
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[setLayer 1 $ onLayerL [99] $ bezierQuad white red 5 5 (00,00) (300,305) (50,000) ]
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testPic w = [blank]
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-- [setLayer 1 $ onLayerL [99] $ bezierQuad white red 5 5 (00,00) (300,305) (50,000) ]
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-- $ uncurry translate (mouseWorldPos w)
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@@ -68,9 +68,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
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currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
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uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
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$= Vector2 viewFromx viewFromy -- hopefully this draws as if from the center
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-- it does, but this is not correct when
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-- the camera center is not the player position
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$= Vector2 viewFromx viewFromy
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pmat <- (newMatrix RowMajor
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$ perspectiveMatrix rot zoom (tranx,trany) (winx,winy) (viewFromx,viewFromy)
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) :: IO (GLmatrix GLfloat)
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@@ -85,6 +83,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
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stencilTest $= Enabled
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forM_ lightPoints $ \(x,y,r,lum) -> do
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-- depthFunc $= Just Less
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colorMask $= (Color4 Disabled Disabled Disabled Disabled)
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clear [StencilBuffer]
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cullFace $= Just Back
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-- stencilOp $= (OpKeep,OpKeep,OpReplace)
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@@ -103,6 +102,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
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cullFace $= Nothing
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colorMask $= (Color4 Enabled Enabled Enabled Enabled)
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let lightPtr = (\(_,ptr,_) -> ptr) $ head
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$ _vaoBufferTargets $ _shaderVAO $ _lightSourceShader pdata
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(x',y') = zTran $ rotateV (0 - rot) $ (x,y) -.- (tranx,trany)
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