Move towards geometry instancing for shadows
This commit is contained in:
@@ -0,0 +1,6 @@
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#version 450 core
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out vec4 fColor;
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void main()
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{
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fColor = vec4 (0,0,0,0);
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}
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@@ -0,0 +1,6 @@
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#version 450 core
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layout (location = 0) in vec3 pos;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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void main() {
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gl_Position = theMat * vec4(pos,1);
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}
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@@ -0,0 +1,42 @@
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#version 450 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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//layout (std140, binding = 1) uniform LightsBlock
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//{
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// vec4 posBool[20];
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// vec4 colRad[20];
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//} ;
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uniform vec3 lightPos;
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uniform int lightID;
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// this code is duplicated in lineShadow.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos ;
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float a = (140 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 140 , 1) ;
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}
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void main()
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{
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vec4 p0 = gl_in[0].gl_Position ;
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vec4 p1 = gl_in[1].gl_Position ;
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vec4 p2 = gl_in[2].gl_Position ;
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if ( //if Light Source is below all vertices, draw cap
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// TODO think about when LS is beside the object
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( p0.z - lightPos.z > 0 )
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&& ( p1.z - lightPos.z > 0 )
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&& ( p2.z - lightPos.z > 0 )
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)
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{
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// the front cap
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vec4 v1 = vec4 (0,0,1,0) ;
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gl_Position = theMat * projNear(p0); EmitVertex();
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gl_Position = theMat * projNear(p1); EmitVertex();
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gl_Position = theMat * projNear(p2); EmitVertex();
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EndPrimitive();
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}
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else {}
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}
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@@ -0,0 +1,11 @@
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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out vec3 dField;
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out vec3 lum;
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void main()
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{
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gl_Position = vec4(position,1);
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}
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@@ -0,0 +1,81 @@
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#version 450 core
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layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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//uniform vec3 lightPos;
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//uniform float radiusUniform;
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uniform int lightID;
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vec3 lightPos1 = posBool[lightID].xyz;
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//vec3 lightPos1 = lightPos;
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float theBool = posBool[lightID].w;
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos1)), 1));} ;
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vec4 shiftBy (float x,vec4 p) { return (vec4 (lightPos1 + (x*normalize(p.xyz-lightPos1)), 1));} ;
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// copied from lighting/cap.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos1 ;
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float a = (140 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 140 , 1) ;
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} ;
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vec4 shiftNear (vec4 pos)
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{ vec4 sp = shift(pos);
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if (sp.z > 140)
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{ return projNear(pos) ; }
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else
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{ return sp ; }
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} ;
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vec4 f (vec4 p) {return (theMat * p);} ;
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void main()
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{
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if (theBool == 1){
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// float ru2 = radiusUniform * radiusUniform ;
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float ru = colRad[lightID].w ;
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float ru2 = ru * ru;
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vec4 p0 = gl_in[0].gl_Position;
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vec4 p1 = gl_in[1].gl_Position;
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vec4 mid = 0.5*(p0 + p1);
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vec3 n0a = gl_in[2].gl_Position.xyz;
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vec3 n1a = gl_in[3].gl_Position.xyz;
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vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz) ;
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vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz) ;
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//vec3 n2 = n0 + n1; // assumes the summands are normalized
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vec3 lightDir = p0.xyz - lightPos1.xyz;
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vec3 lightDir2 = p1.xyz - lightPos1.xyz;
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// first test if the edge is part of the silhouette
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// that is, if the normals of the faces connected by the edge point are in
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// "different directions" wrt the light direction
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) <= 0 &&
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(dot(lightDir,lightDir) < ru2 || dot(lightDir2,lightDir2) < ru2) )
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// using <= rather than < seems to get rid of overlapping shadow
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// artefacts
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{
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vec4 p2 = shiftNear(p0);
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vec4 p3 = shiftNear(p1);
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if ( dot(n0 , lightDir) > 0)
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{
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gl_Position = f(p0); EmitVertex();
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gl_Position = f(p1); EmitVertex();
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gl_Position = f(p2); EmitVertex();
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gl_Position = f(p3); EmitVertex();
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}
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else
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{
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gl_Position = f(p1); EmitVertex();
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gl_Position = f(p0); EmitVertex();
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gl_Position = f(p3); EmitVertex();
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gl_Position = f(p2); EmitVertex();
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}
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EndPrimitive();
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}
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else { }
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}else {}
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}
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@@ -0,0 +1,6 @@
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#version 450 core
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layout (location = 0) in vec3 pos;
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void main()
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{
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gl_Position = vec4(pos,1);
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}
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@@ -0,0 +1,20 @@
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#version 450 core
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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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uniform sampler2D screenTexture;
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in vec2 vTexPos;
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out vec4 fColor;
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void main()
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{
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vec3 distVec = texture(screenTexture,vTexPos).xyz - lightPos;
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float dist = dot(distVec,distVec);
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if (dist > lumRad.a) {discard;}
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float x = 1 - dist / lumRad.a ;
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vec3 c = (x * x * x) * lumRad.rgb ;
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fColor = vec4(c,0);
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}
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@@ -0,0 +1,9 @@
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#version 450 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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@@ -0,0 +1,74 @@
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 8) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform vec3 lightPos;
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uniform int lightID;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1);
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}
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float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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}
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// construct a box with openings on bottom face and face away from wall
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec4 p5 = shift(p1);
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vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,100,1);
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vec4 p8 = vec4 (p5.xy,100,1);
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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vec4 a5 = theMat * p5;
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vec4 a6 = theMat * p6;
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vec4 a7 = theMat * p7;
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vec4 a8 = theMat * p8;
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//gl_Position = a4; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a8; EmitVertex();
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//gl_Position = a5; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a1; EmitVertex();
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//gl_Position = a4; EmitVertex();
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//gl_Position = a2; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a6; EmitVertex();
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gl_Position = a1; EmitVertex();
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gl_Position = a5; EmitVertex();
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gl_Position = a3; EmitVertex();
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gl_Position = a8; EmitVertex();
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gl_Position = a4; EmitVertex();
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gl_Position = a7; EmitVertex();
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gl_Position = a2; EmitVertex();
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gl_Position = a6; EmitVertex();
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//gl_Position = a5; EmitVertex();
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//gl_Position = a1; EmitVertex();
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//gl_Position = a8; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a4; EmitVertex();
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//gl_Position = a6; EmitVertex();
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//gl_Position = a2; EmitVertex();
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EndPrimitive();
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} else {}
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}
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@@ -0,0 +1,6 @@
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#version 450 core
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layout (location = 0) in vec4 poss;
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void main()
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{
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gl_Position = poss;
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}
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+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
|
||||
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
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user