Provisional working coloured lights
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@@ -1,9 +1,9 @@
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#version 430 core
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in float lum;
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in vec3 lum;
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in vec3 dField;
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out vec4 fColor;
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void main()
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{
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float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
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fColor = vec4(c,c,c,c);
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vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
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fColor = vec4(c,0);
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}
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@@ -2,12 +2,12 @@
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec2 radLum;
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uniform vec4 lumRad;
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out vec3 dField;
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out float lum;
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out vec3 lum;
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void main()
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{
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dField = (position - lightPos) / radLum.x;
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lum = radLum.y;
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dField = (position - lightPos) / lumRad.a;
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lum = lumRad.rgb;
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gl_Position = theMat * vec4(position,1);
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}
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@@ -1,9 +1,9 @@
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#version 430 core
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in float lum;
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in vec3 lum;
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in vec3 dField;
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out vec4 fColor;
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void main()
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{
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float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
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fColor = vec4(c,c,c,c);
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vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
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fColor = vec4(c,0);
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}
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@@ -3,9 +3,9 @@ layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec2 radLum;
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uniform vec4 lumRad;
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out vec3 dField;
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out float lum;
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out vec3 lum;
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float isLHS (vec2 startV, vec2 testV)
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{ return sign( -startV.x * testV.y + startV.y * testV.x); }
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void main()
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@@ -13,8 +13,8 @@ void main()
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{ lum = radLum.y;
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float rad = radLum.x;
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{ lum = lumRad.rgb;
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float rad = lumRad.a;
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec2 d1 = p1.xy - lightPos.xy;
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+2
-2
@@ -142,12 +142,12 @@ data LightSource = LS
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, _lsPos :: !Point3
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, _lsDir :: !Float
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, _lsRad :: !Float
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, _lsIntensity :: !Float
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, _lsIntensity :: !Point3
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}
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data TempLightSource = TLS
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{ _tlsPos :: !Point3
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, _tlsRad :: !Float
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, _tlsIntensity :: !Float
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, _tlsIntensity :: !Point3
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, _tlsUpdate :: World -> TempLightSource -> (World, Maybe TempLightSource)
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}
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data Creature = Creature
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@@ -25,15 +25,19 @@ tLightFade :: Int -> Float -> (Int -> Float) -> Point2 -> TempLightSource
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tLightFade 0 rmax intensityF (V2 x y) = TLS
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{ _tlsPos = V3 x y 0
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, _tlsRad = rmax
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, _tlsIntensity = intensityF 0
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, _tlsIntensity = f $ intensityF 0
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, _tlsUpdate = \w _ -> (w, Nothing)
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}
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where
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f x' = V3 x' x' x'
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tLightFade i rmax intensityF p@(V2 x y) = TLS
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{ _tlsPos = V3 x y 0
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, _tlsRad = rmax
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, _tlsIntensity = intensityF i
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, _tlsIntensity = f $ intensityF i
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, _tlsUpdate = \w _ -> (w, Just $ tLightFade (i-1) rmax intensityF p)
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}
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where
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f x' = V3 x' x' x'
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tLightRad
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:: Int
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@@ -220,7 +220,7 @@ wallsToList :: [((Point2,Point2),Point4)] -> [Float]
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wallsToList = concatMap (\((V2 a b,V2 c d),V4 e f g h) -> [a,b,c,d,e,f,g,h])
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lightsForGloom :: World -> [(Point3,Float,Float)]
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lightsForGloom :: World -> [(Point3,Float,Point3)]
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lightsForGloom w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w)
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where
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getLS ls = ( _lsPos ls, _lsRad ls , _lsIntensity ls)
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@@ -57,10 +57,10 @@ preloadRender = do
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>>= addUniforms ["lightPos"]
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wlLightShad
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<- makeShaderUsingShaderVAO "lighting/wall" [vert,geom,frag] EPoints wsShad
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>>= addUniforms ["lightPos","radLum"]
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>>= addUniforms ["lightPos","lumRad"]
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lightingSurfaceShad
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<- makeShader "lighting/surface" [vert,frag] [3] ETriangles
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>>= addUniforms ["lightPos","radLum"]
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>>= addUniforms ["lightPos","lumRad"]
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lightingLineShadowShad
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<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency
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>>= addUniforms ["lightPos"]
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+5
-5
@@ -25,7 +25,7 @@ sizeToTexSize (Size x y) = TextureSize2D x y
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{- | Determine where light is shining in the world. -}
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createLightMap
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:: RenderData
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-> [(Point3,Float,Float)] -- Lights
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-> [(Point3,Float,Point3)] -- Lights
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-> Int -- ^ number of walls
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-> Int -- ^ number of silhoutte lines to draw
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-> Int -- ^ number of surface triangles to draw
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@@ -53,10 +53,10 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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-- draw fading lightmap circles on the floor
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-- draw fading lightmaps on the walls
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depthMask $= Disabled
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blendFunc $= (Zero, OneMinusSrcAlpha)
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blendFunc $= (Zero, OneMinusSrcColor)
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stencilTest $= Enabled
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depthFunc $= Just Lequal
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flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,r,lum) -> do
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flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,rad,V3 r g b) -> do
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--forM_ lightPoints $ \(V3 x y z,r,lum) -> do
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-- stencil out shadows
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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@@ -89,14 +89,14 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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uniform (head $ _shaderCustomUnis $ _lightingSurfaceShader pdata)
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$= Vector3 x y z
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uniform (_shaderCustomUnis (_lightingSurfaceShader pdata) !! 1)
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$= Vector2 r lum
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$= Vector4 r g b rad
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drawShader (_lightingSurfaceShader pdata) nsurfVs
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-- draw wall light "circles"
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currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingWallShader pdata)
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$= Vector3 x y z
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uniform (_shaderCustomUnis (_lightingWallShader pdata) !! 1)
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$= Vector2 r lum
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$= Vector4 r g b rad
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drawShader (_lightingWallShader pdata) nWalls
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cullFace $= Nothing
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stencilTest $= Disabled
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