Make light position uniform 3d
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@@ -2,11 +2,10 @@
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layout (points) in;
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layout (triangle_strip, max_vertices = 11) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec2 lightPos;
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vec2 lightPosa = ( theMat * vec4(lightPos,0.1,1) ).xy;
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uniform vec3 lightPos;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0.1 , 1);
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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0.1 , 1);
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}
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float isLHS (vec2 startV, vec2 testV)
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{
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@@ -17,7 +16,7 @@ void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
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if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{
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vec4 p3 = vec4 (p1.xy,-0.5,1);
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vec4 p4 = vec4 (p2.xy,-0.5,1);
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@@ -2,22 +2,21 @@
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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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out vec3 dField;
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out float lum;
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uniform vec2 lightPos;
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uniform vec2 radLum;
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float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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}
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vec4 shiftCloser (vec4 v)
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{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
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if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{
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lum = radLum.y;
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float rad = radLum.x;
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@@ -25,8 +24,8 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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vec4 p3 = vec4 (p1.xy,-0.3,1);
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vec4 p4 = vec4 (p2.xy,-0.3,1);
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vec2 d1 = p1.xy - lightPos;
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vec2 d2 = p2.xy - lightPos;
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vec2 d1 = p1.xy - lightPos.xy;
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vec2 d2 = p2.xy - lightPos.xy;
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vec4 a1 = shiftCloser( theMat * p1 );
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vec4 a2 = shiftCloser( theMat * p2 );
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@@ -49,35 +48,3 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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EndPrimitive();
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} else {}
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}
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// // void main()
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// // {
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// // vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
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// // vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
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// // vec2 frontL = frontL4.xy;
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// // vec2 frontR = frontR4.xy;
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// //
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// // emitLine (frontR);
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// // emitLine (frontL);
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// // EndPrimitive();
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// // }
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// gl_Position = perspective * worldMat * p4; EmitVertex();
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// gl_Position = perspective * worldMat * p3; EmitVertex();
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// gl_Position = perspective * worldMat * p7; EmitVertex();
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// gl_Position = perspective * worldMat * p8; EmitVertex();
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// gl_Position = perspective * worldMat * p5; EmitVertex();
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// gl_Position = perspective * worldMat * p3; EmitVertex();
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// gl_Position = perspective * worldMat * p1; EmitVertex();
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// gl_Position = perspective * worldMat * p4; EmitVertex();
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// gl_Position = perspective * worldMat * p2; EmitVertex();
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// gl_Position = perspective * worldMat * p7; EmitVertex();
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// gl_Position = perspective * worldMat * p6; EmitVertex();
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// gl_Position = perspective * worldMat * p5; EmitVertex();
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//void emitLine (vec2 pa)
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//{
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// gl_Position = vec4 (pa, 0, 1);
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// EmitVertex();
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// gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
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// EmitVertex();
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//}
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@@ -55,9 +55,10 @@ updateLamp i = unrandUpdate handleLS internalUpdate
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handleLS cr w
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| _crHP cr < 0 = explosionFlashAt cPos
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$ mkSoundBreakGlass cPos w & lightSources %~ IM.delete i
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| otherwise = w & lightSources . ix i . lsPos .~ cPos
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| otherwise = w & lightSources . ix i . lsPos .~ f cPos
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where
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cPos = _crPos cr
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f (x,y) = (x,y,0)
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internalUpdate cr
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| _crHP cr < 0 = Nothing
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| otherwise = Just $ doDamage cr
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+2
-2
@@ -130,13 +130,13 @@ data Cloud = Cloud
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}
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data LightSource = LS
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{ _lsID :: !Int
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, _lsPos :: !Point2
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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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}
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data TempLightSource = TLS
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{ _tlsPos :: !Point2
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{ _tlsPos :: !Point3
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, _tlsRad :: !Float
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, _tlsIntensity :: !Float
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, _tlsUpdate :: World -> TempLightSource -> (World, Maybe TempLightSource)
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@@ -86,8 +86,10 @@ defaultDebugFlags = DebugFlags
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}
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youLight :: TempLightSource
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youLight =
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TLS { _tlsPos = (0,0)
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TLS { _tlsPos = (0,0,0)
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,_tlsRad = 300
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,_tlsIntensity = 0.1
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,_tlsUpdate = \w _ -> (w, Just (youLight {_tlsPos = _crPos (you w)}))
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,_tlsUpdate = \w _ -> (w, Just (youLight {_tlsPos = f $ _crPos (you w)}))
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}
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where
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f (x,y) = (x,y,0)
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@@ -189,11 +189,11 @@ placeCr crF p rot = over creatures addCr
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crs
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placeLS :: LightSource -> Picture -> Point2 -> Float -> World -> World
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placeLS ls dec p rot w = over lightSources addLS $ over decorations addDec w
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placeLS ls dec p@(x,y) rot w = over lightSources addLS $ over decorations addDec w
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where
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addLS lss = IM.insert
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(IM.newKey lss)
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(ls {_lsPos = p,_lsDir = rot,_lsID = IM.newKey lss})
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(ls {_lsPos = (x,y,0),_lsDir = rot,_lsID = IM.newKey lss})
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lss
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addDec decs = IM.insert
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(IM.newKey decs)
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+10
-10
@@ -9,9 +9,9 @@ import Picture
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--import qualified Data.IntMap.Strict as IM
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lightAt :: Point2 -> Int -> LightSource
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lightAt p i =
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lightAt (x,y) i =
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LS {_lsID = i
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,_lsPos = p
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,_lsPos = (x,y,0)
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,_lsDir = 0
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,_lsRad = 600
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,_lsIntensity = 0.75
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@@ -23,14 +23,14 @@ basicLS = PutLS ls dec
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dec = onLayer PtLayer $ color white $ circleSolid 8
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tLightFade :: Int -> Float -> (Int -> Float) -> Point2 -> TempLightSource
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tLightFade 0 rmax intensityF p = TLS
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{ _tlsPos = p
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tLightFade 0 rmax intensityF (x,y) = TLS
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{ _tlsPos = (x,y,0)
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, _tlsRad = rmax
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, _tlsIntensity = intensityF 0
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, _tlsUpdate = \w _ -> (w, Nothing)
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}
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tLightFade i rmax intensityF p = TLS
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{ _tlsPos = p
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tLightFade i rmax intensityF p@(x,y) = TLS
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{ _tlsPos = (x,y,0)
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, _tlsRad = rmax
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, _tlsIntensity = intensityF i
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, _tlsUpdate = \w _ -> (w, Just $ tLightFade (i-1) rmax intensityF p)
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@@ -42,14 +42,14 @@ tLightRad
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-> Float -- ^ minimal radius (unused)
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-> Point2
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-> TempLightSource
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tLightRad 0 rmax _ p = TLS
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{ _tlsPos = p
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tLightRad 0 rmax _ (x,y) = TLS
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{ _tlsPos = (x,y,0)
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, _tlsRad = rmax
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, _tlsIntensity = 0.5
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, _tlsUpdate = \w _ -> (w, Nothing)
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}
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tLightRad i rmax rmin p = TLS
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{ _tlsPos = p
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tLightRad i rmax rmin p@(x,y) = TLS
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{ _tlsPos = (x,y,0)
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, _tlsRad = rmax
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, _tlsIntensity = 0.5
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, _tlsUpdate = \w _ -> (w, Just $ tLightRad (i-1) rmax rmin p)
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@@ -217,8 +217,8 @@ wallsForShadows w = map _wlLine
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. filter (not . _wlIsSeeThrough)
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. IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
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lightsForGloom :: World -> [Point4]
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lightsForGloom :: World -> [(Point3,Float,Float)]
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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 = ( fst $ _lsPos ls, snd $ _lsPos ls, _lsRad ls , _lsIntensity ls)
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getTLS ls = ( fst $ _tlsPos ls,snd $ _tlsPos ls, _tlsRad ls, _tlsIntensity ls)
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getLS ls = ( _lsPos ls, _lsRad ls , _lsIntensity ls)
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getTLS ls = ( _tlsPos ls, _tlsRad ls, _tlsIntensity ls)
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@@ -86,10 +86,11 @@ flashFlareAt col alphax (x,y) = Particle
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explosionFlashAt :: Point2 -> World -> World
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explosionFlashAt p = over tempLightSources ((:) $ tLightFade 20 150 intensityFunc p)
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. glareAt 20 10 5 (withAlpha 0.3 white) 75 150 p
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where intensityFunc x
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| x < 10 = 1 / (10 - fromIntegral x)
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| otherwise = 1
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. glareAt 20 10 5 (withAlpha 0.3 white) 75 150 p
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where
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intensityFunc x
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| x < 10 = 1 / (10 - fromIntegral x)
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| otherwise = 1
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flameGlareAt :: Point2 -> World -> World
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flameGlareAt = glareAt 1 10 5 (withAlpha 0.05 orange) 8 40
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@@ -55,12 +55,11 @@ createLightMap
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:: RenderData
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-> Int -- Resolution division
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-> [(Point2,Point2)] -- Wall pairs
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-> [Point4] -- Lights
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-> [(Point3,Float,Float)] -- Lights
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-> (Float,Float) -- View from position
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-> Picture -- foreground pictures
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-> IO ()
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createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) _ = do
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-- get viewport size so we can reset it later
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(vppos,vpsize) <- get viewport
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-- set the viewport size to that of the render buffer
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@@ -97,7 +96,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) _ = do
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depthMask $= Disabled
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blendFunc $= (Zero, OneMinusSrcAlpha)
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stencilTest $= Enabled
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forM_ lightPoints $ \(x,y,r,lum) -> do
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forM_ lightPoints $ \((x,y,z),r,lum) -> do
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-- bind buffer for floor light circle
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let lightPtr = _vboPointer $ _vaoVBO $ _shaderVAO $ _lightingFloorShader pdata
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pokeFourOff lightPtr 0 (x,y,r,lum)
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@@ -109,7 +108,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) _ = do
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stencilFunc $= (Always, 0, 255)
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector2 x y
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$= Vector3 x y z
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drawShader (_lightingOccludeShader pdata) nWalls
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cullFace $= Just Front
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stencilOp $= (OpKeep,OpKeep,OpDecr)
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@@ -123,7 +122,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) _ = do
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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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$= Vector2 x y
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$= Vector3 x y z
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uniform (_shaderCustomUnis (_lightingWallShader pdata) !! 1)
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$= Vector2 r lum
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drawShader (_lightingWallShader pdata) nWallLights
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