Implement multiple radial distortion rendering

This commit is contained in:
jgk
2021-07-10 14:04:01 +02:00
parent 1c519259a1
commit c63b293ea5
8 changed files with 75 additions and 22 deletions
-7
View File
@@ -6,10 +6,7 @@ in vec2 vcpos;
out vec4 fColor;
layout (binding = 1) uniform sampler2D screenTexture;
float f ( float x) {
//return max (1, 1 / (2 * x + 0.5)) ;
//return min (1, x) ;
if (x>1) {return 1;} else {return (1-gfactor)*x + gfactor;}
//if (x>1) {return 1;} else {return 0.5;}
}
void main()
{
@@ -18,8 +15,4 @@ void main()
, 0.5+0.5 *( vcpos + t * (texPos - vcpos))
)
);
//vec4 tColor = vec4(texture(screenTexture , cpos + (texPos - cpos)) );
//float t = distance(cenPos,texPos);
//fColor = vec4(tColor.xy,t,tColor.w);
//fColor = tColor;
}
-2
View File
@@ -9,7 +9,6 @@ out vec2 vcpos;
out vec2 texPos;
out vec2 texDist;
out float gfactor;
vec2 g(float x,float y, vec2 v, vec2 r1, vec2 r2)
{ return vec2
(dot(normalize(r1-v),vec2(x,y)-v) / length(r1-v)
@@ -18,7 +17,6 @@ vec2 g(float x,float y, vec2 v, vec2 r1, vec2 r2)
}
void main() {
vec2 cpos = vCen[0];
//vcpos = 2*cpos - vec2(1,1);
vcpos = cpos;
vec2 grad1 = vRad1[0];
vec2 grad2 = vRad2[0];
-3
View File
@@ -12,10 +12,7 @@ void main()
{
gl_Position = vec4(0,0,0,1);
vCen = (theMat * vec4(pos,0,1)).xy;
//vCen = (theMat * vec4(0,0,0,1)).xy;
vRad1 = (theMat * vec4(rad1,0,1)).xy;
//vRad1 = (theMat * vec4(0,200,0,1)).xy;
vRad2 = (theMat * vec4(rad2,0,1)).xy;
//vRad2 = (theMat * vec4(200,0,0,1)).xy;
vFactor = factor;
}
+2
View File
@@ -59,10 +59,12 @@ blinkAction
-> World
-> World
blinkAction cr w = soundOnce teleSound
. set radDistortion distortionBulge
. set (creatures . ix cid . crPos) p3
. blinkShockwave cid p3
$ inverseShockwaveAt cpos 40 2 2 2 w
where
distortionBulge = [(p3,p3 +.+ (40,0), p3 +.+ (0,40),0.5)]
cid = _crID cr
p1 = mouseWorldPos w
cpos = _crPos cr
+1 -1
View File
@@ -78,7 +78,7 @@ defaultWorld = World
, _inventoryMode = TopInventory
, _lClickHammer = HammerUp
, _foregroundDecorations = []
, _radDistortion = [((-20,120),(60,120),(-20,40),0.5)]
, _radDistortion = []
}
defaultDebugFlags :: DebugFlags
defaultDebugFlags = DebugFlags
+50 -9
View File
@@ -142,15 +142,45 @@ doDrawing pdata w = do
renderBlankWalls pdata windowPoints
depthFunc $= Just Always
bindFramebuffer Framebuffer $= defaultFramebufferObject
clear [ColorBuffer]
activeTexture $= TextureUnit 1
textureBinding Texture2D $= Just (snd $ _fboBase pdata)
bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
nraddist <- F.foldM (pokeShader $ _barrelShader pdata) (map Render2221 $ _radDistortion w)
bindShaderBuffers [_barrelShader pdata] [nraddist]
drawShader (_barrelShader pdata) nraddist
activeTexture $= TextureUnit 0
blendFunc $= (One,Zero)
case _radDistortion w of
[] -> do
bindTO $ snd $ _fboBase pdata
bindFramebuffer Framebuffer $= defaultFramebufferObject
--bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
drawShader (_fullscreenShader pdata) 4
rds -> do
let bindDrawDist :: (Point2,Point2,Point2,Float) -> IO ()
bindDrawDist distParam = do
_ <- F.foldM (pokeShader $ _barrelShader pdata) [Render2221 distParam]
bindShaderBuffers [_barrelShader pdata] [1]
drawShader (_barrelShader pdata) 1
fboList = take (length rds - 1) (concat (repeat [fst3 $ _fbo2 pdata,fst3 $ _fbo3 pdata]))
++ [defaultFramebufferObject]
toList = snd (_fboBase pdata) : concat (repeat [snd3 $ _fbo2 pdata,snd3 $ _fbo3 pdata])
bindings = zipWith (>>) (map bindFBO fboList) (map bindTO toList)
activeTexture $= TextureUnit 1
sequence_ $ zipWith (>>) bindings $ map bindDrawDist rds
activeTexture $= TextureUnit 0
--activeTexture $= TextureUnit 1
--bindTO $ snd $ _fboBase pdata
--let fbolist =
--let bindDrawDist :: (Point2,Point2,Point2,Float) -> IO ()
-- bindDrawDist distParam = do
-- _ <- F.foldM (pokeShader $ _barrelShader pdata) [Render2221 distParam]
-- bindShaderBuffers [_barrelShader pdata] [1]
-- drawShader (_barrelShader pdata) 1
--sequence_ $ zipWith (>>)
-- (map bindFBO $ concat $ repeat [fst3 $ _fbo2 pdata, fst3 $ _fbo3 pdata])
-- $ zipWith (>>)
-- (map bindDrawDist (_radDistortion w) ++ [activeTexture $= TextureUnit 0])
-- (map bindTO $ concat $ repeat [snd3 $ _fbo2 pdata, snd3 $ _fbo3 pdata])
--bindFramebuffer Framebuffer $= defaultFramebufferObject
----bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
--drawShader (_fullscreenShader pdata) 4
-- draw overlay
bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
@@ -163,6 +193,17 @@ doDrawing pdata w = do
eTicks <- SDL.ticks
return (eTicks - sTicks)
bindTO :: TextureObject -> IO ()
bindTO t = textureBinding Texture2D $= Just t
bindFBO :: FramebufferObject -> IO ()
bindFBO fb = bindFramebuffer Framebuffer $= fb
fst3 :: (a,b,c) -> a
fst3 (x,_,_) = x
snd3 :: (a,b,c) -> b
snd3 (_,x,_) = x
--------------------------------------------------------------------------------
-- note: currently assume there is only one UBO, we only bind it once at setup
bufferUBO :: [Float] -> IO ()
+12
View File
@@ -53,6 +53,7 @@ update' w = case _menuLayers w of
w
(_ : _) -> w
[] -> checkEndGame
. updateRadialDistortions
. updateTriggers
. ppEvents
. updateCamera
@@ -89,6 +90,17 @@ updateCreatureGroups :: World -> World
updateCreatureGroups w = w & creatureGroups %~
IM.mapMaybe (\cgp -> _crGroupUpdate cgp w cgp)
updateRadialDistortions :: World -> World
updateRadialDistortions = radDistortion %~ mapMaybe decreaseBulge
decreaseBulge
:: (Point2,Point2,Point2,Float)
-> Maybe (Point2,Point2,Point2,Float)
decreaseBulge (a,b,c,v)
| v > 1 = Just (a,b,c,max 1 (v - 0.05) )
| v < 1 = Just (a,b,c,min 1 (v + 0.05) )
| otherwise = Nothing
updateTriggers :: World -> World
updateTriggers w
| ResetLevel 1 `S.member` _worldTriggers w = generateLevelFromRoomList levx $ initialWorld
+10
View File
@@ -187,6 +187,16 @@ pingPongBetween (fb1,to1) (fb2,to2) fs = do
textureBinding Texture2D $= Just to2
drawShader fs 4
drawTextureOnFramebuffer
:: FullShader
-> FramebufferObject
-> TextureObject
-> IO ()
drawTextureOnFramebuffer fs fbo to = do
bindFramebuffer Framebuffer $= fbo
textureBinding Texture2D $= Just to
drawShader fs 4
renderShader
:: Foldable f
=> FullShader