Correct projected wall shadows when there is an offset camera
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@@ -59,6 +59,7 @@ main = do
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(_windowX w,_windowY w)
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(wallsForGloom w)
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(lightsForGloom' w)
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(_cameraCenter w)
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(worldPictures w)
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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renderFoldable (_renderData preData) (_cameraRot w) (_cameraZoom w) (_cameraPos w)
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@@ -16,13 +16,13 @@ void main()
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.9 , 1);
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EmitVertex();
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EndPrimitive();
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+20
-17
@@ -3,10 +3,13 @@ layout (points) in;
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layout (triangle_strip, max_vertices = 12) out;
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uniform vec2 lightPos;
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uniform mat4 perpMat;
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uniform mat4 worldMat;
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vec2 lightPosa = lightPos;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
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{ return vec4 (p.xy + (200 * (p.xy-lightPosa)), 0 , 1);
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}
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float isLHS (vec2 startV, vec2 testV)
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{
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@@ -16,7 +19,7 @@ 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 - lightPos)), 0 , 1);
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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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@@ -30,9 +33,9 @@ mat4 perspective =
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void main()
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{
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vec4 p1 = worldMat * vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = worldMat * vec4 (gl_in[0].gl_Position.zw,0,1);
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if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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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 - lightPosa, p2.xy - lightPosa) < 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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@@ -40,18 +43,18 @@ vec4 p5 = shift(p1);
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vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,-0.5,1);
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vec4 p8 = vec4 (p5.xy,-0.5,1);
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gl_Position = perspective * p4; EmitVertex();
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gl_Position = perspective * p3; EmitVertex();
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gl_Position = perspective * p7; EmitVertex();
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gl_Position = perspective * p8; EmitVertex();
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gl_Position = perspective * p5; EmitVertex();
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gl_Position = perspective * p3; EmitVertex();
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gl_Position = perspective * p1; EmitVertex();
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gl_Position = perspective * p4; EmitVertex();
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gl_Position = perspective * p2; EmitVertex();
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gl_Position = perspective * p7; EmitVertex();
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gl_Position = perspective * p6; EmitVertex();
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gl_Position = perspective * p5; EmitVertex();
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gl_Position = perpMat * p4; EmitVertex();
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gl_Position = perpMat * p3; EmitVertex();
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gl_Position = perpMat * p7; EmitVertex();
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gl_Position = perpMat * p8; EmitVertex();
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gl_Position = perpMat * p5; EmitVertex();
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gl_Position = perpMat * p3; EmitVertex();
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gl_Position = perpMat * p1; EmitVertex();
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gl_Position = perpMat * p4; EmitVertex();
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gl_Position = perpMat * p2; EmitVertex();
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gl_Position = perpMat * p7; EmitVertex();
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gl_Position = perpMat * p6; EmitVertex();
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gl_Position = perpMat * p5; EmitVertex();
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EndPrimitive();
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} else {}
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}
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+33
-11
@@ -69,7 +69,7 @@ worldPictures w
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, ptPicts
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, ptPicts'
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, afterPtPicts'
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, wlPicts
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, wlPicts'
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-- , wallShadows
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, smokeShadows
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-- , itLabels
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@@ -89,6 +89,7 @@ worldPictures w
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wallShadows = map (drawWallShadow w) $ wallShadowsToDraw w
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smokeShadows = map (drawSmokeShadow w) $ _smoke w
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wlPicts = map drawWall (wallsToDraw w)
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wlPicts' = map (drawWall' w) (wallsToDraw w)
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itFloorPicts = map (drawItem) (IM.elems (_floorItems w))
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yourPos = _crPos $ you w
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yourRot = _crDir $ you w
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@@ -243,7 +244,6 @@ drawSmokeShadow w sm@(Smoke {_smPos = p, _smRad = r', _smColor = c, _smPs = ps,
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trap' p' = line [pa' p', pb' p', pbo' p', pao' p',pa' p']
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semiCirc' p' = uncurry translate p' $ rotate (0 - (a p')) $ arcSolid 0 180 r'
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drawWall :: Wall -> Drawing
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drawWall (Wall {_wlIsSeeThrough = False, _wlLine = ps, _wlColor = c})
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= onLayerL [levLayer WlLayer, 2] $ color c $ polygon $ ps
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@@ -311,6 +311,33 @@ lineOnScreen w (p1:p2:_) = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9
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where sp = screenPolygon w
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sps = zip sp (tail sp ++ [head sp])
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drawWall' :: World -> Wall -> Drawing
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drawWall' w wall
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| isRHS sightFrom x y = blank
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| otherwise = colorAndLayer $ polygon $ points
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where
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colorAndLayer | _wlIsSeeThrough wall = setLayer 2
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. onLayerL [levLayer ShadowLayer]
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. color (withAlpha 0.2 $ _wlColor wall)
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| otherwise = setLayer 2
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. onLayerL [levLayer ShadowLayer,2]
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. color (_wlColor wall)
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(x:y:_) = _wlLine wall
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ps = linePointsBetween x y
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ds = map (\p -> safeNormalizeV (p -.- sightFrom)) ps
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p's = zipWith (\d x -> (15 *.* d) +.+ x) ds ps
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sightFrom = _cameraCenter w
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corns = screenPolygon w
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borders = filter g $ zip corns (tail corns ++ [head corns])
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g (a,b) = isLHS a b sightFrom
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borderps = mapMaybe f borders ++ mapMaybe f' borders ++ shadowedCorners
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coneTop = nub $ concatMap (\(a,b) -> [a,b]) $ borders
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shadowedCorners = filter isShadowed coneTop
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isShadowed p = isLHS sightFrom x p && isRHS sightFrom y p
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f (bpa,bpb) = intersectSegLineFrom' bpa bpb x (head p's)
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f' (bpa,bpb) = intersectSegLineFrom' bpa bpb y (last p's)
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points = orderPolygon (borderps ++ ps)
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--points = orderPolygon (borderps ++ p's)
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drawWallShadow :: World -> Wall -> Drawing
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drawWallShadow w wall
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@@ -483,13 +510,8 @@ lightsForGloom' w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempL
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ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w)
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ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w)
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ss = ss'' . ss'
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ssls = ss . _lsPos
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sstls = ss . _tlsPos
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ssls = _lsPos
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sstls = _tlsPos
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-- ssls = ss . _lsPos
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-- sstls = ss . _tlsPos
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zoom = _cameraZoom w
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--lightsForGloom :: World -> [(Point2,Float,Float)]
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--lightsForGloom w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w)
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-- where getLS ls = (screenShift $ _lsPos ls, _lsRad ls * zoom, _lsIntensity ls)
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-- getTLS ls = (screenShift $ _tlsPos ls, _tlsRad ls * zoom, _tlsIntensity ls)
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-- screenShift x = zoom *.* rotateV (0 - _cameraRot w) (x -.- _cameraPos w)
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-- zoom = _cameraZoom w
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@@ -46,7 +46,7 @@ preloadRender = do
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"data/texture/smudgedDirt.png"
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wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4)] Points pokeWPStrat
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["lightPos"]
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["lightPos","perpMat"]
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wlLightShad <- makeShaderCustomUnis "wallLight" [vert,frag] [(0,3)] TriangleStrip pokeLightWallStrat
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["lightPosRadLum"]
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+22
-7
@@ -8,6 +8,7 @@ module Picture.Render
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where
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import Shader
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import MatrixHelper
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import Control.Lens
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import Control.Monad
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@@ -31,8 +32,10 @@ import qualified Data.IntMap.Strict as IM
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import qualified SDL as SDL
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renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
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[(Point2,Point2)] -> [Point4] -> Picture -> IO (Word32,Word32)
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renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
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[(Point2,Point2)] -> [Point4] ->
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(Float,Float) -> Picture -> IO (Word32,Word32)
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renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
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(viewFromx,viewFromy) pic = do
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wallPokeStart <- SDL.ticks
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-- setting the depth function to less, instead of lequal,
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@@ -61,18 +64,25 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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nWalls <- F.foldM (pokeShader (_wallShadowShader pdata)) wallPoints
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bindShaderBuffers [_wallShadowShader pdata] [nWalls]
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let (tx,ty) = (tranx,trany) -.- (viewFromx,viewFromy)
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currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
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uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
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$= Vector2 (0::Float) 0 -- hopefully this draws as if from the center
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-- it does, but this is not good for when
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$= 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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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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uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 1)
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$= pmat
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drawShader (_wallShadowShader pdata) nWalls
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depthMask $= Disabled
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blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
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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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-- depthFunc $= Just Less
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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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@@ -93,11 +103,13 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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let lightPtr = (\(_,ptr,_) -> ptr) $ head
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$ _vaoBufferTargets $ _shaderVAO $ _lightSourceShader pdata
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pokeFourOff lightPtr 0 (x,y,r,lum)
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(x',y') = zTran $ rotateV (0 - rot) $ (x,y) -.- (tranx,trany)
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zTran (a,b) = (a*2*zoom / winx, b*2*zoom / winy)
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pokeFourOff lightPtr 0 (x',y',r,lum)
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bindShaderBuffers [_lightSourceShader pdata] [1]
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stencilFunc $= (Equal, 0, 255)
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depthFunc $= Just Always
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-- depthFunc $= Just Always
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drawShader (_lightSourceShader pdata) 1
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-- currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
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@@ -228,6 +240,9 @@ renderFoldable pdata rot zoom (tranx,trany) (winx,winy) tree = do
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pokeEndTicks <- SDL.ticks
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return $ pokeEndTicks - pokeStartTicks
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------------------------------end renderFoldable
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pokeTwoOff :: Ptr Float -> Int -> (Float,Float) -> IO ()
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{-# INLINE pokeTwoOff #-}
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pokeTwoOff ptr n (x,y) = do
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