First attempt at using exclusively depth pass with cap on near plane

This commit is contained in:
2021-08-31 10:32:27 +01:00
parent f797530cbc
commit cd0a82e526
3 changed files with 37 additions and 11 deletions
+25 -4
View File
@@ -3,17 +3,38 @@ layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
vec4 projNear (vec4 pos)
{
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos ;
float a = (150 - pos.z) / dir.z ;
vec2 xy = (pos.xyz + a * dir).xy ;
return vec4 ( xy, 150 , 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 ( dot( p0.xyz - lightPos, cross( p0.xyz - p1.xyz, p1.xyz - p2.xyz)) < 0)
if ( //dot( p0.xyz - vec3 (0,0,1), cross( p0.xyz - p1.xyz, p1.xyz - p2.xyz)) < 0
// &&
( p0.z - lightPos.z > 0 )
&& ( p1.z - lightPos.z > 0 )
&& ( p2.z - lightPos.z > 0 )
)
{
gl_Position = theMat * p0; EmitVertex();
gl_Position = theMat * p1; EmitVertex();
gl_Position = theMat * p2; EmitVertex();
// 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();
// if light points downwards onto surface, draw back cap too
if (dot ( p0.xyz - lightPos, vec3 ( 0,0,1) ) > 0)
{
}
else {}
}
else {}
}
+2 -2
View File
@@ -93,8 +93,8 @@ youLight =
TLS { _tlsPos = V3 0 0 0
,_tlsRad = 300
,_tlsIntensity = 0.1
,_tlsUpdate = \w _ -> (w, Nothing)
--,_tlsUpdate = \w _ -> (w, Just (youLight {_tlsPos = f $ _crPos (you w)}))
--,_tlsUpdate = \w _ -> (w, Nothing)
,_tlsUpdate = \w _ -> (w, Just (youLight {_tlsPos = f $ _crPos (you w)}))
,_tlsTime = 0
}
where
+10 -5
View File
@@ -57,9 +57,10 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
depthMask $= Disabled
blendFunc $= (Zero, OneMinusSrcColor)
stencilTest $= Enabled
depthFunc $= Just Lequal
--depthFunc $= Just Lequal
flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,rad,V3 r g b) -> do
--forM_ lightPoints $ \(V3 x y z,r,lum) -> do
-- the use of Less is for caps on geometry
depthFunc $= Just Less
-- stencil out shadows
colorMask $= Color4 Disabled Disabled Disabled Disabled
@@ -74,21 +75,25 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
drawShader (_lightingOccludeShader pdata) nWalls
--stencilOp $= (OpKeep,OpDecr,OpKeep)
stencilOpSeparate Front $= (OpKeep,OpDecrWrap,OpKeep)
stencilOpSeparate Back $= (OpKeep,OpIncrWrap,OpKeep)
-- stencilOpSeparate Front $= (OpKeep,OpDecrWrap,OpKeep)
-- stencilOpSeparate Back $= (OpKeep,OpIncrWrap,OpKeep)
currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingLineShadowShader pdata)
$= Vector3 x y z
depthClamp $= Enabled
-- depthClamp $= Enabled
drawShader (_lightingLineShadowShader pdata) nSils
depthClamp $= Disabled
-- depthClamp $= Disabled
cullFace $= Just Back
--stencilOp $= (OpKeep,OpDecrWrap,OpKeep)
currentProgram $= Just (_shaderProgram $ _lightingCapShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingCapShader pdata)
$= Vector3 x y z
-- depthClamp $= Enabled
drawShader (_lightingCapShader pdata) (nSils - 6)
-- depthClamp $= Disabled
-- use Lequal to redraw surfaces above already drawn surfaces
depthFunc $= Just Lequal
-- draw geometry surfaces
--cullFace $= Just Back