Move towards geometry instancing for shadows
This commit is contained in:
+2
-2
@@ -32,7 +32,7 @@ import Shader.Poke
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doDrawing :: SDL.Window -> RenderData -> Universe -> IO ()
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doDrawing win pdata u = do
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-- sTicks <- SDL.ticks
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--sTicks <- SDL.ticks
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let w = _uvWorld u
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cfig = _uvConfig u
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rot = w ^. cWorld . camPos . camRot
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@@ -100,7 +100,7 @@ doDrawing win pdata u = do
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setViewportSize (round winx `div` resFact) (round winy `div` resFact)
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--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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glClearColor 0 0 0 0
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glClearColor 0 0 0 1
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glClear $ sum [GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT]
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glDepthFunc GL_LESS
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-- draw wall occlusions from the camera's point of view
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+17
-6
@@ -37,7 +37,7 @@ preloadRender = do
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glNamedBufferStorage isoUBO 64 ptr 0
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lightsubo <- mglCreate glCreateBuffers
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glNamedBufferData lightsubo 560 nullPtr GL_STREAM_DRAW
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glNamedBufferData lightsubo 640 nullPtr GL_STREAM_DRAW
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glBindBufferBase GL_UNIFORM_BUFFER 1 lightsubo
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-- setup wall points VBO, VAOs and shaders
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@@ -140,8 +140,16 @@ preloadRender = do
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>>= addUniforms ["lightPos", "radiusUniform"]
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shadowedgeshader <-
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makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
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>>= addUniforms ["lightPos", "radiusUniform"]
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makeShaderUsingVAO "shadow/edge" [vert, geom] ELinesAdjacency shEdgeVAO
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>>= addUniforms ["lightID"]
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-- >>= addUniforms ["lightPos", "radiusUniform","lightID"]
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shadowcapshader <-
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makeShaderUsingVAO "shadow/cap" [vert, geom] ETriangles shPosVAO
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>>= addUniforms ["lightPos", "lightID"]
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-- >>= addUniforms ["lightPos"]
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shadowwallshader <-
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makeShaderUsingVAO "shadow/wallShadow" [vert, geom] EPoints wpVAO
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>>= addUniforms ["lightPos","lightID"]
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-- positional shader
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positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
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@@ -173,6 +181,9 @@ preloadRender = do
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lightingTextureShad <-
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makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao
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>>= addUniforms ["lightPos", "lumRad"]
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shadowlightshader <-
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makeShaderUsingVAO "shadow/light" [vert, frag] ETriangleStrip fsshadvao
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>>= addUniforms ["lightPos", "lumRad"]
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barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
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-- blank wallShader
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wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
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@@ -239,9 +250,9 @@ preloadRender = do
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, _lightingLineShadowShader = lightingLineShadowShad
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, _lightingWallShadShader = lightingWallShadShad
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, _shadowEdgeShader = shadowedgeshader
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, _shadowCapShader = shadowedgeshader
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, _shadowWallShader = shadowedgeshader
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, _shadowLightShader = shadowedgeshader
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, _shadowCapShader = shadowcapshader
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, _shadowWallShader = shadowwallshader
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, _shadowLightShader = shadowlightshader
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, _positionalBlankShader = positionalBlankShad
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, _wallBlankShader = wallBlankShad
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, _wallTextureShader = wallTextureShad
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+20
-8
@@ -18,7 +18,7 @@ import qualified Data.Vector.Unboxed.Mutable as UMV
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import Dodge.Data.Config
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import Foreign hiding (rotate)
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import Geometry.Data
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import Graphics.GL.Core43
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import Graphics.GL.Core45
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import Picture.Data
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import Shader
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import Shader.Data
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@@ -137,6 +137,14 @@ createLightMap pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUS
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glDisable GL_CULL_FACE
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glDisable GL_STENCIL_TEST
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lightsToArray :: [(Point3,Float,Point3)] -> [Float]
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lightsToArray xs = concat (take 20 $ map t xs ++ repeat [0,0,0,0])
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++ concat (take 20 $ map s xs ++ repeat [0,0,0,0])
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where
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t (V3 a b c,_,_) = [a,b,c,1]
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s (_,d,V3 e f g) = [e,f,g,d]
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--t (V3 a b c,d,V3 e f g) = [a,b,c,1]
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instanceLightMap ::
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RenderData ->
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[(Point3, Float, Point3)] -> -- Lights
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@@ -150,10 +158,13 @@ instanceLightMap ::
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TO ->
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IO ()
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instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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ltextShad = _lightingTextureShader pdata
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let llinesShad = _shadowEdgeShader pdata
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lcapShad = _shadowCapShader pdata
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lwallShad = _shadowWallShader pdata
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--llinesShad = _lightingLineShadowShader pdata
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ltextShad = _shadowLightShader pdata
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withArray (lightsToArray lightPoints) $ \ptr ->
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glNamedBufferSubData (pdata ^. lightsUBO) 0 620 ptr
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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glDepthMask GL_FALSE
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@@ -172,7 +183,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
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--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
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glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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flip VFSM.mapM_ (VFSM.fromList (zip lightPoints [(0::Int)..])) $ \((V3 x y z, rad, V3 r g b),i) -> do
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glDepthFunc GL_LESS
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-- setup stencil
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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@@ -186,6 +197,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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--uniform (_shadUnis lwallShad V.! 0)
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-- $= Vector3 x y z
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glUniform3f (_shadUnis' lwallShad V.! 0) x y z
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glUniform1i (_shadUnis' lwallShad V.! 1) (fromIntegral i)
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--bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glDrawArrays
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@@ -194,8 +206,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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(fromIntegral nWalls)
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--draw silhouette shadows
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glUseProgram (_shadProg' llinesShad)
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glUniform3f (_shadUnis' llinesShad V.! 0) x y z
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glUniform1f (_shadUnis' llinesShad V.! 1) rad
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glUniform1i (_shadUnis' llinesShad V.! 0) (fromIntegral i)
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glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' llinesShad)
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@@ -207,6 +218,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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glCullFace GL_BACK
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glUseProgram (_shadProg' lcapShad)
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glUniform3f (_shadUnis' lcapShad V.! 0) x y z
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glUniform1i (_shadUnis' lcapShad V.! 1) (fromIntegral i)
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glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' lcapShad)
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+3
-1
@@ -162,13 +162,15 @@ topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
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g x = [2*x,2*x+1,2*x+3
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,2*x,2*x+3,2*x+2]
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-- consider changing the position to a vec4
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-- and just doing two pokes rather than seven
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-- (especially if adding normal data)
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pokeJustV :: Ptr Float
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-> Int
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-> ShapeV
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-> IO Int
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{-# INLINE pokeJustV #-}
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pokeJustV ptr nv sh = do
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-- pokeArray (advancePtr ptr (off 0)) [a,b,c,d,e,f,g]
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pokeElemOff ptr (off 0) a
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pokeElemOff ptr (off 1) b
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pokeElemOff ptr (off 2) c
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