Move towards geometry instancing for shadows

This commit is contained in:
2023-03-10 13:55:41 +00:00
parent cda7116930
commit c8b256c939
14 changed files with 303 additions and 17 deletions
+2 -2
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@@ -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
+17 -6
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@@ -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
+20 -8
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@@ -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)
+3 -1
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@@ -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