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
+20 -8
View File
@@ -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)