Correct projected wall shadows when there is an offset camera

This commit is contained in:
jgk
2021-03-19 15:51:11 +01:00
parent 5a7be55e24
commit bd7a5c3533
6 changed files with 81 additions and 40 deletions
+1
View File
@@ -59,6 +59,7 @@ main = do
(_windowX w,_windowY w)
(wallsForGloom w)
(lightsForGloom' w)
(_cameraCenter w)
(worldPictures w)
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
renderFoldable (_renderData preData) (_cameraRot w) (_cameraZoom w) (_cameraPos w)
+4 -4
View File
@@ -16,13 +16,13 @@ void main()
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.9 , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.9 , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.9 , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.9 , 1);
EmitVertex();
EndPrimitive();
+20 -17
View File
@@ -3,10 +3,13 @@ layout (points) in;
layout (triangle_strip, max_vertices = 12) out;
uniform vec2 lightPos;
uniform mat4 perpMat;
uniform mat4 worldMat;
vec2 lightPosa = lightPos;
vec4 shift (vec4 p)
{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
{ return vec4 (p.xy + (200 * (p.xy-lightPosa)), 0 , 1);
}
float isLHS (vec2 startV, vec2 testV)
{
@@ -16,7 +19,7 @@ void emitLine (vec2 pa)
{
gl_Position = vec4 (pa, 0, 1);
EmitVertex();
gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPos)), 0 , 1);
gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
EmitVertex();
}
@@ -30,9 +33,9 @@ mat4 perspective =
void main()
{
vec4 p1 = worldMat * vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = worldMat * vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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)
{
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
@@ -40,18 +43,18 @@ vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4 (p6.xy,-0.5,1);
vec4 p8 = vec4 (p5.xy,-0.5,1);
gl_Position = perspective * p4; EmitVertex();
gl_Position = perspective * p3; EmitVertex();
gl_Position = perspective * p7; EmitVertex();
gl_Position = perspective * p8; EmitVertex();
gl_Position = perspective * p5; EmitVertex();
gl_Position = perspective * p3; EmitVertex();
gl_Position = perspective * p1; EmitVertex();
gl_Position = perspective * p4; EmitVertex();
gl_Position = perspective * p2; EmitVertex();
gl_Position = perspective * p7; EmitVertex();
gl_Position = perspective * p6; EmitVertex();
gl_Position = perspective * p5; EmitVertex();
gl_Position = perpMat * p4; EmitVertex();
gl_Position = perpMat * p3; EmitVertex();
gl_Position = perpMat * p7; EmitVertex();
gl_Position = perpMat * p8; EmitVertex();
gl_Position = perpMat * p5; EmitVertex();
gl_Position = perpMat * p3; EmitVertex();
gl_Position = perpMat * p1; EmitVertex();
gl_Position = perpMat * p4; EmitVertex();
gl_Position = perpMat * p2; EmitVertex();
gl_Position = perpMat * p7; EmitVertex();
gl_Position = perpMat * p6; EmitVertex();
gl_Position = perpMat * p5; EmitVertex();
EndPrimitive();
} else {}
}
+33 -11
View File
@@ -69,7 +69,7 @@ worldPictures w
, ptPicts
, ptPicts'
, afterPtPicts'
, wlPicts
, wlPicts'
-- , wallShadows
, smokeShadows
-- , itLabels
@@ -89,6 +89,7 @@ worldPictures w
wallShadows = map (drawWallShadow w) $ wallShadowsToDraw w
smokeShadows = map (drawSmokeShadow w) $ _smoke w
wlPicts = map drawWall (wallsToDraw w)
wlPicts' = map (drawWall' w) (wallsToDraw w)
itFloorPicts = map (drawItem) (IM.elems (_floorItems w))
yourPos = _crPos $ you w
yourRot = _crDir $ you w
@@ -243,7 +244,6 @@ drawSmokeShadow w sm@(Smoke {_smPos = p, _smRad = r', _smColor = c, _smPs = ps,
trap' p' = line [pa' p', pb' p', pbo' p', pao' p',pa' p']
semiCirc' p' = uncurry translate p' $ rotate (0 - (a p')) $ arcSolid 0 180 r'
drawWall :: Wall -> Drawing
drawWall (Wall {_wlIsSeeThrough = False, _wlLine = ps, _wlColor = c})
= onLayerL [levLayer WlLayer, 2] $ color c $ polygon $ ps
@@ -311,6 +311,33 @@ lineOnScreen w (p1:p2:_) = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9
where sp = screenPolygon w
sps = zip sp (tail sp ++ [head sp])
drawWall' :: World -> Wall -> Drawing
drawWall' w wall
| isRHS sightFrom x y = blank
| otherwise = colorAndLayer $ polygon $ points
where
colorAndLayer | _wlIsSeeThrough wall = setLayer 2
. onLayerL [levLayer ShadowLayer]
. color (withAlpha 0.2 $ _wlColor wall)
| otherwise = setLayer 2
. onLayerL [levLayer ShadowLayer,2]
. color (_wlColor wall)
(x:y:_) = _wlLine wall
ps = linePointsBetween x y
ds = map (\p -> safeNormalizeV (p -.- sightFrom)) ps
p's = zipWith (\d x -> (15 *.* d) +.+ x) ds ps
sightFrom = _cameraCenter w
corns = screenPolygon w
borders = filter g $ zip corns (tail corns ++ [head corns])
g (a,b) = isLHS a b sightFrom
borderps = mapMaybe f borders ++ mapMaybe f' borders ++ shadowedCorners
coneTop = nub $ concatMap (\(a,b) -> [a,b]) $ borders
shadowedCorners = filter isShadowed coneTop
isShadowed p = isLHS sightFrom x p && isRHS sightFrom y p
f (bpa,bpb) = intersectSegLineFrom' bpa bpb x (head p's)
f' (bpa,bpb) = intersectSegLineFrom' bpa bpb y (last p's)
points = orderPolygon (borderps ++ ps)
--points = orderPolygon (borderps ++ p's)
drawWallShadow :: World -> Wall -> Drawing
drawWallShadow w wall
@@ -483,13 +510,8 @@ lightsForGloom' w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempL
ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w)
ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w)
ss = ss'' . ss'
ssls = ss . _lsPos
sstls = ss . _tlsPos
ssls = _lsPos
sstls = _tlsPos
-- ssls = ss . _lsPos
-- sstls = ss . _tlsPos
zoom = _cameraZoom w
--lightsForGloom :: World -> [(Point2,Float,Float)]
--lightsForGloom w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w)
-- where getLS ls = (screenShift $ _lsPos ls, _lsRad ls * zoom, _lsIntensity ls)
-- getTLS ls = (screenShift $ _tlsPos ls, _tlsRad ls * zoom, _tlsIntensity ls)
-- screenShift x = zoom *.* rotateV (0 - _cameraRot w) (x -.- _cameraPos w)
-- zoom = _cameraZoom w
+1 -1
View File
@@ -46,7 +46,7 @@ preloadRender = do
"data/texture/smudgedDirt.png"
wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4)] Points pokeWPStrat
["lightPos"]
["lightPos","perpMat"]
wlLightShad <- makeShaderCustomUnis "wallLight" [vert,frag] [(0,3)] TriangleStrip pokeLightWallStrat
["lightPosRadLum"]
+22 -7
View File
@@ -8,6 +8,7 @@ module Picture.Render
where
import Shader
import MatrixHelper
import Control.Lens
import Control.Monad
@@ -31,8 +32,10 @@ import qualified Data.IntMap.Strict as IM
import qualified SDL as SDL
renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
[(Point2,Point2)] -> [Point4] -> Picture -> IO (Word32,Word32)
renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
[(Point2,Point2)] -> [Point4] ->
(Float,Float) -> Picture -> IO (Word32,Word32)
renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
(viewFromx,viewFromy) pic = do
wallPokeStart <- SDL.ticks
-- setting the depth function to less, instead of lequal,
@@ -61,18 +64,25 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
nWalls <- F.foldM (pokeShader (_wallShadowShader pdata)) wallPoints
bindShaderBuffers [_wallShadowShader pdata] [nWalls]
let (tx,ty) = (tranx,trany) -.- (viewFromx,viewFromy)
currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
$= Vector2 (0::Float) 0 -- hopefully this draws as if from the center
-- it does, but this is not good for when
$= 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
pmat <- (newMatrix RowMajor
$ perspectiveMatrix rot zoom (tranx,trany) (winx,winy) (viewFromx,viewFromy)
) :: IO (GLmatrix GLfloat)
uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 1)
$= pmat
drawShader (_wallShadowShader pdata) nWalls
depthMask $= Disabled
blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
stencilTest $= Enabled
forM_ lightPoints $ \(x,y,r,lum) -> do
depthFunc $= Just Less
-- depthFunc $= Just Less
clear [StencilBuffer]
cullFace $= Just Back
-- stencilOp $= (OpKeep,OpKeep,OpReplace)
@@ -93,11 +103,13 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
let lightPtr = (\(_,ptr,_) -> ptr) $ head
$ _vaoBufferTargets $ _shaderVAO $ _lightSourceShader pdata
pokeFourOff lightPtr 0 (x,y,r,lum)
(x',y') = zTran $ rotateV (0 - rot) $ (x,y) -.- (tranx,trany)
zTran (a,b) = (a*2*zoom / winx, b*2*zoom / winy)
pokeFourOff lightPtr 0 (x',y',r,lum)
bindShaderBuffers [_lightSourceShader pdata] [1]
stencilFunc $= (Equal, 0, 255)
depthFunc $= Just Always
-- depthFunc $= Just Always
drawShader (_lightSourceShader pdata) 1
-- currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
@@ -228,6 +240,9 @@ renderFoldable pdata rot zoom (tranx,trany) (winx,winy) tree = do
pokeEndTicks <- SDL.ticks
return $ pokeEndTicks - pokeStartTicks
------------------------------end renderFoldable
pokeTwoOff :: Ptr Float -> Int -> (Float,Float) -> IO ()
{-# INLINE pokeTwoOff #-}
pokeTwoOff ptr n (x,y) = do