diff --git a/shader/positional/blank.frag b/shader/positional/blank.frag new file mode 100644 index 000000000..e23c1116d --- /dev/null +++ b/shader/positional/blank.frag @@ -0,0 +1,6 @@ +#version 450 core +out vec4 fColor; +void main() +{ + fColor = vec4 (0,0,0,0); +} diff --git a/shader/positional/blank.vert b/shader/positional/blank.vert new file mode 100644 index 000000000..798a08831 --- /dev/null +++ b/shader/positional/blank.vert @@ -0,0 +1,6 @@ +#version 450 core +layout (location = 0) in vec3 pos; +layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; +void main() { + gl_Position = theMat * vec4(pos,1); +} diff --git a/shader/shadow/cap.geom b/shader/shadow/cap.geom new file mode 100644 index 000000000..9d40db36c --- /dev/null +++ b/shader/shadow/cap.geom @@ -0,0 +1,42 @@ +#version 450 core +layout (triangles) in; +layout (triangle_strip, max_vertices = 3) out; +layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; +//layout (std140, binding = 1) uniform LightsBlock +//{ +// vec4 posBool[20]; +// vec4 colRad[20]; +//} ; +uniform vec3 lightPos; +uniform int lightID; +// this code is duplicated in lineShadow.geom, should not be changed on its own +vec4 projNear (vec4 pos) +{ + // note we project to a specific height + // this is quite brittle, not ideal + vec3 dir = pos.xyz - lightPos ; + float a = (140 - pos.z) / dir.z ; + vec2 xy = (pos.xyz + a * dir).xy ; + return vec4 ( xy, 140 , 1) ; +} +void main() +{ + vec4 p0 = gl_in[0].gl_Position ; + vec4 p1 = gl_in[1].gl_Position ; + vec4 p2 = gl_in[2].gl_Position ; + if ( //if Light Source is below all vertices, draw cap + // TODO think about when LS is beside the object + ( p0.z - lightPos.z > 0 ) + && ( p1.z - lightPos.z > 0 ) + && ( p2.z - lightPos.z > 0 ) + ) + { + // the front cap + vec4 v1 = vec4 (0,0,1,0) ; + gl_Position = theMat * projNear(p0); EmitVertex(); + gl_Position = theMat * projNear(p1); EmitVertex(); + gl_Position = theMat * projNear(p2); EmitVertex(); + EndPrimitive(); + } + else {} +} diff --git a/shader/shadow/cap.vert b/shader/shadow/cap.vert new file mode 100644 index 000000000..af25261ff --- /dev/null +++ b/shader/shadow/cap.vert @@ -0,0 +1,11 @@ +#version 450 core +layout (location = 0) in vec3 position; +layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; +uniform vec3 lightPos; +uniform vec4 lumRad; +out vec3 dField; +out vec3 lum; +void main() +{ + gl_Position = vec4(position,1); +} diff --git a/shader/shadow/edge.geom b/shader/shadow/edge.geom new file mode 100644 index 000000000..bd71be625 --- /dev/null +++ b/shader/shadow/edge.geom @@ -0,0 +1,81 @@ +#version 450 core +layout (lines_adjacency) in; +layout (triangle_strip, max_vertices = 4) out; +layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; +layout (std140, binding = 1) uniform LightsBlock +{ + vec4 posBool[20]; + vec4 colRad[20]; +} ; +//uniform vec3 lightPos; +//uniform float radiusUniform; +uniform int lightID; +vec3 lightPos1 = posBool[lightID].xyz; +//vec3 lightPos1 = lightPos; +float theBool = posBool[lightID].w; +vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos1)), 1));} ; +vec4 shiftBy (float x,vec4 p) { return (vec4 (lightPos1 + (x*normalize(p.xyz-lightPos1)), 1));} ; +// copied from lighting/cap.geom, should not be changed on its own +vec4 projNear (vec4 pos) +{ + // note we project to a specific height + // this is quite brittle, not ideal + vec3 dir = pos.xyz - lightPos1 ; + float a = (140 - pos.z) / dir.z ; + vec2 xy = (pos.xyz + a * dir).xy ; + return vec4 ( xy, 140 , 1) ; +} ; +vec4 shiftNear (vec4 pos) +{ vec4 sp = shift(pos); + if (sp.z > 140) + { return projNear(pos) ; } + else + { return sp ; } +} ; +vec4 f (vec4 p) {return (theMat * p);} ; +void main() +{ + if (theBool == 1){ +// float ru2 = radiusUniform * radiusUniform ; + float ru = colRad[lightID].w ; + float ru2 = ru * ru; + vec4 p0 = gl_in[0].gl_Position; + vec4 p1 = gl_in[1].gl_Position; + vec4 mid = 0.5*(p0 + p1); + vec3 n0a = gl_in[2].gl_Position.xyz; + vec3 n1a = gl_in[3].gl_Position.xyz; + vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz) ; + vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz) ; + + //vec3 n2 = n0 + n1; // assumes the summands are normalized + vec3 lightDir = p0.xyz - lightPos1.xyz; + vec3 lightDir2 = p1.xyz - lightPos1.xyz; + // first test if the edge is part of the silhouette + // that is, if the normals of the faces connected by the edge point are in + // "different directions" wrt the light direction + if ( dot(n0 , lightDir) * dot(n1 , lightDir) <= 0 && + (dot(lightDir,lightDir) < ru2 || dot(lightDir2,lightDir2) < ru2) ) + // using <= rather than < seems to get rid of overlapping shadow + // artefacts + { + vec4 p2 = shiftNear(p0); + vec4 p3 = shiftNear(p1); + if ( dot(n0 , lightDir) > 0) + { + gl_Position = f(p0); EmitVertex(); + gl_Position = f(p1); EmitVertex(); + gl_Position = f(p2); EmitVertex(); + gl_Position = f(p3); EmitVertex(); + } + else + { + gl_Position = f(p1); EmitVertex(); + gl_Position = f(p0); EmitVertex(); + gl_Position = f(p3); EmitVertex(); + gl_Position = f(p2); EmitVertex(); + } + EndPrimitive(); + } + else { } + }else {} +} diff --git a/shader/shadow/edge.vert b/shader/shadow/edge.vert new file mode 100644 index 000000000..42d10dba1 --- /dev/null +++ b/shader/shadow/edge.vert @@ -0,0 +1,6 @@ +#version 450 core +layout (location = 0) in vec3 pos; +void main() +{ + gl_Position = vec4(pos,1); +} diff --git a/shader/shadow/light.frag b/shader/shadow/light.frag new file mode 100644 index 000000000..99c590a39 --- /dev/null +++ b/shader/shadow/light.frag @@ -0,0 +1,20 @@ +#version 450 core +layout (std140, binding = 1) uniform LightsBlock +{ + vec4 posBool[20]; + vec4 colRad[20]; +} ; +uniform vec3 lightPos; +uniform vec4 lumRad; +uniform sampler2D screenTexture; +in vec2 vTexPos; +out vec4 fColor; +void main() +{ + vec3 distVec = texture(screenTexture,vTexPos).xyz - lightPos; + float dist = dot(distVec,distVec); + if (dist > lumRad.a) {discard;} + float x = 1 - dist / lumRad.a ; + vec3 c = (x * x * x) * lumRad.rgb ; + fColor = vec4(c,0); +} diff --git a/shader/shadow/light.vert b/shader/shadow/light.vert new file mode 100644 index 000000000..51ba3304d --- /dev/null +++ b/shader/shadow/light.vert @@ -0,0 +1,9 @@ +#version 450 core +layout (location = 0) in vec2 pos; +layout (location = 1) in vec2 texPos; +out vec2 vTexPos; +void main() +{ + gl_Position = vec4(pos,0,1); + vTexPos = texPos; +} diff --git a/shader/shadow/wallShadow.geom b/shader/shadow/wallShadow.geom new file mode 100644 index 000000000..9a95f4418 --- /dev/null +++ b/shader/shadow/wallShadow.geom @@ -0,0 +1,74 @@ +#version 450 core +layout (points) in; +layout (triangle_strip, max_vertices = 8) out; +layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; +layout (std140, binding = 1) uniform LightsBlock +{ + vec4 posBool[20]; + vec4 colRad[20]; +} ; +uniform vec3 lightPos; +uniform int lightID; +vec4 shift (vec4 p) +{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1); +} +float isLHS (vec2 startV, vec2 testV) +{ + return sign( -startV.x * testV.y + startV.y * testV.x); +} +// construct a box with openings on bottom face and face away from wall +void main() +{ +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 - lightPos.xy, p2.xy - lightPos.xy) < 0) +{ +vec4 p3 = vec4 (p1.xy,100,1); +vec4 p4 = vec4 (p2.xy,100,1); +vec4 p5 = shift(p1); +vec4 p6 = shift(p2); +vec4 p7 = vec4 (p6.xy,100,1); +vec4 p8 = vec4 (p5.xy,100,1); + +vec4 a1 = theMat * p1; +vec4 a2 = theMat * p2; +vec4 a3 = theMat * p3; +vec4 a4 = theMat * p4; +vec4 a5 = theMat * p5; +vec4 a6 = theMat * p6; +vec4 a7 = theMat * p7; +vec4 a8 = theMat * p8; + + //gl_Position = a4; EmitVertex(); + //gl_Position = a3; EmitVertex(); + //gl_Position = a7; EmitVertex(); + //gl_Position = a8; EmitVertex(); + //gl_Position = a5; EmitVertex(); + //gl_Position = a3; EmitVertex(); + //gl_Position = a1; EmitVertex(); + //gl_Position = a4; EmitVertex(); + //gl_Position = a2; EmitVertex(); + //gl_Position = a7; EmitVertex(); + //gl_Position = a6; EmitVertex(); + + gl_Position = a1; EmitVertex(); + gl_Position = a5; EmitVertex(); + gl_Position = a3; EmitVertex(); + gl_Position = a8; EmitVertex(); + gl_Position = a4; EmitVertex(); + gl_Position = a7; EmitVertex(); + gl_Position = a2; EmitVertex(); + gl_Position = a6; EmitVertex(); + + //gl_Position = a5; EmitVertex(); + //gl_Position = a1; EmitVertex(); + //gl_Position = a8; EmitVertex(); + //gl_Position = a3; EmitVertex(); + //gl_Position = a7; EmitVertex(); + //gl_Position = a4; EmitVertex(); + //gl_Position = a6; EmitVertex(); + //gl_Position = a2; EmitVertex(); + + EndPrimitive(); +} else {} +} diff --git a/shader/shadow/wallShadow.vert b/shader/shadow/wallShadow.vert new file mode 100644 index 000000000..ffb827dbb --- /dev/null +++ b/shader/shadow/wallShadow.vert @@ -0,0 +1,6 @@ +#version 450 core +layout (location = 0) in vec4 poss; +void main() +{ + gl_Position = poss; +} diff --git a/src/Dodge/Render.hs b/src/Dodge/Render.hs index ef193b94c..ccd249321 100644 --- a/src/Dodge/Render.hs +++ b/src/Dodge/Render.hs @@ -32,7 +32,7 @@ import Shader.Poke doDrawing :: SDL.Window -> RenderData -> Universe -> IO () doDrawing win pdata u = do --- sTicks <- SDL.ticks + --sTicks <- SDL.ticks let w = _uvWorld u cfig = _uvConfig u rot = w ^. cWorld . camPos . camRot @@ -100,7 +100,7 @@ doDrawing win pdata u = do setViewportSize (round winx `div` resFact) (round winy `div` resFact) --bindFramebuffer Framebuffer $= fst (_fboBase pdata) glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata))) - glClearColor 0 0 0 0 + glClearColor 0 0 0 1 glClear $ sum [GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT] glDepthFunc GL_LESS -- draw wall occlusions from the camera's point of view diff --git a/src/Preload/Render.hs b/src/Preload/Render.hs index 351910d68..614f60ffc 100644 --- a/src/Preload/Render.hs +++ b/src/Preload/Render.hs @@ -37,7 +37,7 @@ preloadRender = do glNamedBufferStorage isoUBO 64 ptr 0 lightsubo <- mglCreate glCreateBuffers - glNamedBufferData lightsubo 560 nullPtr GL_STREAM_DRAW + glNamedBufferData lightsubo 640 nullPtr GL_STREAM_DRAW glBindBufferBase GL_UNIFORM_BUFFER 1 lightsubo -- setup wall points VBO, VAOs and shaders @@ -140,8 +140,16 @@ preloadRender = do >>= addUniforms ["lightPos", "radiusUniform"] shadowedgeshader <- - makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO - >>= addUniforms ["lightPos", "radiusUniform"] + makeShaderUsingVAO "shadow/edge" [vert, geom] ELinesAdjacency shEdgeVAO + >>= addUniforms ["lightID"] + -- >>= addUniforms ["lightPos", "radiusUniform","lightID"] + shadowcapshader <- + makeShaderUsingVAO "shadow/cap" [vert, geom] ETriangles shPosVAO + >>= addUniforms ["lightPos", "lightID"] + -- >>= addUniforms ["lightPos"] + shadowwallshader <- + makeShaderUsingVAO "shadow/wallShadow" [vert, geom] EPoints wpVAO + >>= addUniforms ["lightPos","lightID"] -- positional shader positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles @@ -173,6 +181,9 @@ preloadRender = do lightingTextureShad <- makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao >>= addUniforms ["lightPos", "lumRad"] + shadowlightshader <- + makeShaderUsingVAO "shadow/light" [vert, frag] ETriangleStrip fsshadvao + >>= addUniforms ["lightPos", "lumRad"] barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints -- blank wallShader wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO @@ -239,9 +250,9 @@ preloadRender = do , _lightingLineShadowShader = lightingLineShadowShad , _lightingWallShadShader = lightingWallShadShad , _shadowEdgeShader = shadowedgeshader - , _shadowCapShader = shadowedgeshader - , _shadowWallShader = shadowedgeshader - , _shadowLightShader = shadowedgeshader + , _shadowCapShader = shadowcapshader + , _shadowWallShader = shadowwallshader + , _shadowLightShader = shadowlightshader , _positionalBlankShader = positionalBlankShad , _wallBlankShader = wallBlankShad , _wallTextureShader = wallTextureShad diff --git a/src/Render.hs b/src/Render.hs index ac67fa14d..c6ab0169f 100644 --- a/src/Render.hs +++ b/src/Render.hs @@ -18,7 +18,7 @@ import qualified Data.Vector.Unboxed.Mutable as UMV import Dodge.Data.Config import Foreign hiding (rotate) import Geometry.Data -import Graphics.GL.Core43 +import Graphics.GL.Core45 import Picture.Data import Shader import Shader.Data @@ -137,6 +137,14 @@ createLightMap pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUS glDisable GL_CULL_FACE glDisable GL_STENCIL_TEST +lightsToArray :: [(Point3,Float,Point3)] -> [Float] +lightsToArray xs = concat (take 20 $ map t xs ++ repeat [0,0,0,0]) + ++ concat (take 20 $ map s xs ++ repeat [0,0,0,0]) + where + t (V3 a b c,_,_) = [a,b,c,1] + s (_,d,V3 e f g) = [e,f,g,d] + --t (V3 a b c,d,V3 e f g) = [a,b,c,1] + instanceLightMap :: RenderData -> [(Point3, Float, Point3)] -> -- Lights @@ -150,10 +158,13 @@ instanceLightMap :: TO -> IO () instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do - let llinesShad = _lightingLineShadowShader pdata - lcapShad = _lightingCapShader pdata - lwallShad = _lightingWallShadShader pdata - ltextShad = _lightingTextureShader pdata + let llinesShad = _shadowEdgeShader pdata + lcapShad = _shadowCapShader pdata + lwallShad = _shadowWallShader pdata + --llinesShad = _lightingLineShadowShader pdata + ltextShad = _shadowLightShader pdata + withArray (lightsToArray lightPoints) $ \ptr -> + glNamedBufferSubData (pdata ^. lightsUBO) 0 620 ptr -- we assume that the renderbuffer's depth has been correctly set elsewhere -- we will not be changing that here glDepthMask GL_FALSE @@ -172,7 +183,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do --stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap) --stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap) glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP - flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do + flip VFSM.mapM_ (VFSM.fromList (zip lightPoints [(0::Int)..])) $ \((V3 x y z, rad, V3 r g b),i) -> do glDepthFunc GL_LESS -- setup stencil glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE @@ -186,6 +197,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do --uniform (_shadUnis lwallShad V.! 0) -- $= Vector3 x y z glUniform3f (_shadUnis' lwallShad V.! 0) x y z + glUniform1i (_shadUnis' lwallShad V.! 1) (fromIntegral i) --bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad) glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad) glDrawArrays @@ -194,8 +206,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do (fromIntegral nWalls) --draw silhouette shadows glUseProgram (_shadProg' llinesShad) - glUniform3f (_shadUnis' llinesShad V.! 0) x y z - glUniform1f (_shadUnis' llinesShad V.! 1) rad + glUniform1i (_shadUnis' llinesShad V.! 0) (fromIntegral i) glBindVertexArray (_vaoName $ _shadVAO' llinesShad) glDrawElements (marshalEPrimitiveMode $ _shadPrim' llinesShad) @@ -207,6 +218,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do glCullFace GL_BACK glUseProgram (_shadProg' lcapShad) glUniform3f (_shadUnis' lcapShad V.! 0) x y z + glUniform1i (_shadUnis' lcapShad V.! 1) (fromIntegral i) glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad) glDrawElements (marshalEPrimitiveMode $ _shadPrim' lcapShad) diff --git a/src/Shader/Poke.hs b/src/Shader/Poke.hs index 61a9aec7c..3ba96ada6 100644 --- a/src/Shader/Poke.hs +++ b/src/Shader/Poke.hs @@ -162,13 +162,15 @@ topPrismIndices n = concatMap f [1..n-2] -- triangles on top face g x = [2*x,2*x+1,2*x+3 ,2*x,2*x+3,2*x+2] +-- consider changing the position to a vec4 +-- and just doing two pokes rather than seven +-- (especially if adding normal data) pokeJustV :: Ptr Float -> Int -> ShapeV -> IO Int {-# INLINE pokeJustV #-} pokeJustV ptr nv sh = do --- pokeArray (advancePtr ptr (off 0)) [a,b,c,d,e,f,g] pokeElemOff ptr (off 0) a pokeElemOff ptr (off 1) b pokeElemOff ptr (off 2) c