Setup multiple target basic shaders
This commit is contained in:
@@ -0,0 +1,13 @@
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#version 430 core
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in vec4 vColor;
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in vec3 vPosition;
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in vec3 vparams;
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layout (location=0) out vec4 fColor;
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layout (location=1) out vec3 fPosition;
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void main()
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{
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float d = (dot(vec2(vparams.xy),vec2(vparams.xy)));
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if ( d > 1 || d < vparams.z ) {discard;}
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fColor = vColor;
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fPosition = vPosition;
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}
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@@ -0,0 +1,37 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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in vec4 vparams [];
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out vec4 gColor;
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out float gRadIn;
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out vec2 angles;
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out vec2 dist;
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uniform mat4 worldMat;
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void main()
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{
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angles = vparams[0].xy;
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vec4 cenPos = gl_in[0].gl_Position;
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gColor = vColor[0];
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float width = vparams[0].w ;
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float rad = vparams[0].z + width;
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gRadIn = 1 - width * 2 / rad;
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// I am not currently sure why the multiplicand is 4 and not 2
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gl_Position = worldMat * vec4 (cenPos.x + rad, cenPos.y + rad, cenPos.z , 1);
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dist = vec2 (1,1);
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EmitVertex();
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gl_Position = worldMat * vec4 (cenPos.x - rad, cenPos.y + rad, cenPos.z , 1);
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dist = vec2 (-1,1);
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EmitVertex();
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gl_Position = worldMat * vec4 (cenPos.x + rad, cenPos.y - rad, cenPos.z , 1);
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dist = vec2 (1,-1);
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EmitVertex();
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gl_Position = worldMat * vec4 (cenPos.x - rad, cenPos.y - rad, cenPos.z , 1);
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dist = vec2 (-1,-1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,14 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in vec3 boxXboxYwidth;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec3 vPosition;
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out vec3 vparams;
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void main() {
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gl_Position = theMat * vec4(position,1);
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vColor = color;
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vparams = boxXboxYwidth;
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vPosition = position;
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}
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@@ -0,0 +1,10 @@
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#version 430 core
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in vec4 vCol;
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in vec3 vPos;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec3 fPos;
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void main()
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{
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fCol = vCol;
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fPos = vPos;
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}
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@@ -0,0 +1,11 @@
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#version 430 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec4 col;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vCol;
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out vec3 vPos;
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void main() {
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gl_Position = theMat * vec4(pos,1);
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vCol = col;
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vPos = pos;
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}
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@@ -0,0 +1,7 @@
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#version 430 core
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in vec4 vColor;
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out vec4 fColor;
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void main()
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{
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fColor = vColor;
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}
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@@ -0,0 +1,12 @@
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#version 430 core
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layout (location = 0) in vec4 position;
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layout (location = 1) in vec4 color;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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void main()
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{
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vec4 posxy = theMat * vec4(position.xyz,1);
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vec4 posz = theMat * vec4(position.xyw,1);
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gl_Position = vec4(posxy.xy,posz.z,1);
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vColor = color;
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}
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@@ -0,0 +1,16 @@
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#version 430 core
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in vec4 vColor;
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in vec2 boxOut;
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in vec2 boxIn;
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out vec4 fColor;
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void main()
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{
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//float d = x - y - 1 + 2* sqrt(y);
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float d = sqrt(boxOut.x) + sqrt(boxOut.y) - 1.0;
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// float e = sqrt(f(x,wStart)) + sqrt(f(y,wEnd)) - 1.0;
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float e = sqrt(boxIn.x) + sqrt(boxIn.y) - 1.0;
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if ( d < 0 || e > 0) { discard; }
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fColor = vColor;
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}
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@@ -0,0 +1,76 @@
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#version 430 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 5) out;
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in vec4 vColor[];
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in vec2 vPosOff[];
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in float vRadMag[];
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out vec4 gColor;
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out float wStart;
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out float wEnd;
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out vec3 gBoundingBox;
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out vec2 box2 ;
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vec2 normV2 (vec2 v)
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{ return vec2(-v.y,v.x) ;
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}
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float lhs (vec2 da, vec2 db)
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{ return sign(dot(da, normV2(db))) ;
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}
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float extrapolate (vec2 inOne, vec2 inZeroA, vec2 inZeroB, vec2 xy)
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{
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float det = inOne.x * (inZeroA.y - inZeroB.y)
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+ inZeroA.x * (inZeroB.y - inOne.y)
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+ inZeroB.x * (inOne.y - inZeroA.y)
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;
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float r = (inZeroA.y - inZeroB.y) ;
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float s = (inZeroB.x - inZeroA.x) ;
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float t = (inZeroA.x * inZeroB.y - inZeroB.x * inZeroA.y) ;
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return r * xy.x + s * xy.y + t
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/ det ;
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}
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void main()
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{
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vec3 pa = gl_in[0].gl_Position.xyz;
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vec3 pb = gl_in[1].gl_Position.xyz;
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vec3 pc = gl_in[2].gl_Position.xyz;
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wStart = vRadMag [0];
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wEnd = vRadMag [2];
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box2 = vec2 (1,0);
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gBoundingBox = vec3 (0.9,0.1,0);
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gColor = vColor[0];
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gl_Position = vec4 (vPosOff[0] , pa.z , 1);
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EmitVertex();
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box2 = vec2 (0,1);
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gBoundingBox = vec3 (0.1,0.9,0);
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gColor = vColor[2];
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gl_Position = vec4 (vPosOff[2] , pc.z , 1);
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EmitVertex();
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box2 = vec2( extrapolate(vPosOff[0],vPosOff[2],pb.xy,pa.xy)
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, extrapolate(vPosOff[2],vPosOff[0],pb.xy,pa.xy)
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) ;
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box2 = vec2(0.2,0);
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gBoundingBox = vec3 (1,0,1);
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gColor = vColor[0];
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gl_Position = vec4 (pa, 1);
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EmitVertex();
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box2 = vec2( extrapolate(vPosOff[0],vPosOff[2],pb.xy,pc.xy)
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, extrapolate(vPosOff[2],vPosOff[0],pb.xy,pc.xy)
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) ;
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box2 = vec2(0,0.2);
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gBoundingBox = vec3 (0,1,1);
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gColor = vColor[2];
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gl_Position = vec4 (pc, 1);
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EmitVertex();
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box2 = vec2( 0,0 ) ;
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gBoundingBox = vec3 (0,0,0);
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gColor = vColor[1];
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gl_Position = vec4 (pb, 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,15 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in vec4 boxes;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec2 boxOut;
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out vec2 boxIn;
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void main()
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{
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gl_Position = theMat * vec4(position.xyz,1);
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vColor = color;
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boxOut = boxes.xy ;
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boxIn = boxes.zw ;
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}
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@@ -0,0 +1,15 @@
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#version 430 core
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out vec4 FragColor;
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in vec4 gColor;
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in vec2 gTexCoord;
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uniform sampler2D aTexture;
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void main()
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{
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FragColor = texture(aTexture, vec2 (gTexCoord.x * 0.0078125, gTexCoord.y)) * gColor;
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// FragColor = texture(aTexture, vTexCoord);
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// FragColor = gColor;
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// FragColor = vec4 (1,1,1,1);
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}
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@@ -0,0 +1,35 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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in vec3 vTexCoord [];
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out vec4 gColor;
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out vec2 gTex;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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float sizex = vTexCoord[0].y;
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float sizey = vTexCoord[0].z;
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//float size = 0.05;
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gColor = vColor[0];
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float texPos = vTexCoord[0].x;
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gl_Position = vec4 (cenPos.x - sizex*0.5, cenPos.y - sizey*0.5, cenPos.z , 1);
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//gl_Position = vec4 (0, 0 , 5 , 1);
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gTex = vec2 (texPos*0.0078125, 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - sizex*0.5, cenPos.y + sizey*0.5, cenPos.z , 1);
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//gl_Position = vec4 (0, 0.5 , 5 , 1);
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gTex = vec2 (texPos*0.0078125, 0);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + sizex*0.5, cenPos.y - sizey*0.5, cenPos.z , 1);
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//gl_Position = vec4 (0.5, 0.5 , -5 , 1);
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gTex = vec2 ((texPos+1)*0.0078125, 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + sizex*0.5, cenPos.y + sizey*0.5, cenPos.z , 1);
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gTex = vec2 ((texPos+1)*0.0078125, 0);
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//gl_Position = vec4 (0.5, 0 , -5 , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,13 @@
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#version 430 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 gColor;
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out vec2 gTexCoord;
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void main()
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{
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gl_Position = theMat * vec4(aPos, 1.0);
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gColor = aColor;
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gTexCoord = aTexCoord;
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}
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@@ -0,0 +1,16 @@
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#version 430 core
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in vec4 gColC;
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in vec4 gColE;
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in vec3 gPos;
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in vec2 gBoundingBox;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec3 fPos;
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void main()
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{
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float d = dot(gBoundingBox,gBoundingBox);
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if ( d > 1) { discard; }
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fCol = mix (gColE , gColC, d);
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fPos = vPos;
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}
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@@ -0,0 +1,40 @@
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#version 430 core
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layout (triangles) 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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in vec4 vCol[];
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out vec4 gColC; // center color
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out vec4 gColE; // edge color
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out vec2 gBoundingBox;
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out vec3 gPos;
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void main()
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{
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vec4 pat = gl_in[0].gl_Position;
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vec4 pbt = gl_in[1].gl_Position;
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vec4 pct = gl_in[2].gl_Position;
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vec4 pa = theMat * pat;
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vec4 pb = theMat * pbt;
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vec4 pc = theMat * pct;
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gColC = vCol[0];
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gColE = vCol[1];
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gBoundingBox = vec2 (-1,1);
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gl_Position = pb;
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gPos = pbt.xyz;
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EmitVertex();
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gBoundingBox = vec2 (1,1);
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gl_Position = pa;
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gPos = pat.xyz;
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EmitVertex();
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gBoundingBox = vec2 (-1,-1);
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gl_Position = pc;
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gPos = pct.xyz;
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EmitVertex();
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gBoundingBox = vec2 (1,-1);
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gl_Position = pa + pc - pb;
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gPos = pat.xyz + pct.xyz - pbt.xyz;
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,11 @@
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#version 430 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec4 col;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vCol;
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void main()
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{
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//gl_Position = theMat * vec4(pos,1);
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gl_Position = vec4(pos,1);
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vCol = col;
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}
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@@ -35,9 +35,11 @@ data RenderData = RenderData
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, _fboBase :: (FramebufferObject, TextureObject)
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, _fboBloom :: (FramebufferObject, TextureObject)
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, _fboColor :: (FramebufferObject, TextureObject)
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, _fboPos :: (FramebufferObject, TextureObject)
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, _rboBaseBloom :: RenderbufferObject
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, _fboLighting :: (FramebufferObject, TextureObject)
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, _rboLighting :: RenderbufferObject
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, _fboLightingHigh :: (FramebufferObject, TextureObject)
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--, _rboLighting :: RenderbufferObject
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, _matUBO :: BufferObject
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}
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makeLenses ''RenderData
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@@ -358,30 +358,30 @@ miniGun = defaultAutoGun
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[ ammoCheckI
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, withWarmUpI 26
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, useTimeCheckI
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, withRecoilI recoilAmount
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--, afterRecoil recoilAmount
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, withSoundForI 28 2
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--, withThinSmokeI
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, torqueAfterI 0.05
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, withSidePushI 53
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, withRecoilI recoilAmount
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, afterRecoil recoilAmount
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, withRandomOffsetI 12
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, trigDoAlso (useAmmoParamsVelMod vm1)
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--, torqueBeforeForcedI 0.001
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, withSidePushI 52
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, withRecoilI recoilAmount
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, afterRecoil recoilAmount
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, withRandomOffsetI 11
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, withOldDir od1
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, trigDoAlso (useAmmoParamsVelMod vm2)
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--, torqueBeforeForcedI 0.001
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, withSidePushI 51
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, withRecoilI recoilAmount
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, afterRecoil recoilAmount
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, withRandomOffsetI 10
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, withOldDir od2
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, trigDoAlso (useAmmoParamsVelMod vm3)
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, useAmmo 4
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--, torqueBeforeForcedI 0.001
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, withSidePushI 50
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, withRecoilI recoilAmount
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, afterRecoil recoilAmount
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, withRandomOffsetI 9
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, withMuzFlareI
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, withOldDir od3
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@@ -23,11 +23,14 @@ sizeFBOs
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-> IO RenderData
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sizeFBOs xsize ysize xfull yfull rdata = do
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resizeRBO (_rboBaseBloom rdata) xsize ysize
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resizeRBO (_rboLighting rdata) xsize ysize
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rdata' <- foldM (updateFBOTO xsize ysize minMagFilter GL_RGBA8) rdata [fboBase, fboColor,fboLighting]
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rdata'' <- updateFBOTO xsize ysize linMinMagFilter GL_RGBA16F rdata' fboBloom
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rdata''' <- foldM (updateFBOTO xfull yfull minMagFilter GL_RGBA8) rdata'' [fbo2, fbo3]
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foldM (updateFBOTO (xsize `div` 2) (ysize `div` 2) linMinMagFilter GL_RGBA16F) rdata''' [fboFourth1,fboFourth2]
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rdata' <- foldM (updateFBOTO xsize ysize minMagFilter GL_RGBA8) rdata
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[fboBase, fboColor,fboLighting,fboLightingHigh]
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rdata'' <- foldM (updateFBOTO xsize ysize linMinMagFilter GL_RGBA16F) rdata'
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[fboBloom, fboPos]
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rdata''' <- foldM (updateFBOTO xfull yfull minMagFilter GL_RGBA8) rdata''
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[fbo2, fbo3]
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foldM (updateFBOTO (xsize `div` 2) (ysize `div` 2) linMinMagFilter GL_RGBA16F) rdata'''
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[fboFourth1,fboFourth2]
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resizeRBO
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:: RenderbufferObject
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@@ -68,7 +68,7 @@ preloadRender = do
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<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency
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>>= addUniforms ["lightPos"]
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-- 2D draw shaders
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bslist <- makeShader "twoD/basic" [vert,frag] [3,4] ETriangles
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bslist <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
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aslist <- makeShader "twoD/arc" [vert,frag] [3,4,3] ETriangles
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eslist <- makeShader "twoD/ellipse" [vert,geom,frag] [3,4] ETriangles
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bezierQuadShader <- makeShader "twoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
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@@ -104,7 +104,7 @@ preloadRender = do
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rboLightingName <- genObjectName
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bindRenderbuffer Renderbuffer $= rboLightingName
|
||||
renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
|
||||
fboLightingName <- setupFramebufferGivenStencil rboLightingName
|
||||
--fboLightingName <- setupFramebufferGivenStencil rboLightingName
|
||||
|
||||
rboBaseBloomName <- genObjectName
|
||||
bindRenderbuffer Renderbuffer $= rboBaseBloomName
|
||||
@@ -113,6 +113,9 @@ preloadRender = do
|
||||
fboBaseName <- setupFramebufferGivenStencil rboBaseBloomName
|
||||
fboBloomName <- setupFramebufferGivenStencil rboBaseBloomName
|
||||
fboColorName <- setupFramebufferGivenStencil rboBaseBloomName
|
||||
fboPosName <- setupFramebufferGivenStencil rboBaseBloomName
|
||||
fboLightingName <- setupFramebufferGivenStencil rboBaseBloomName
|
||||
fboLightingHighName <- setupFramebufferGivenStencil rboBaseBloomName
|
||||
|
||||
fboFourth1Name <- setupTextureFramebuffer 300 300
|
||||
fboFourth2Name <- setupTextureFramebuffer 300 300
|
||||
@@ -154,10 +157,12 @@ preloadRender = do
|
||||
, _fboFourth1 = fboFourth1Name
|
||||
, _fboFourth2 = fboFourth2Name
|
||||
, _fboLighting = fboLightingName
|
||||
, _rboLighting = rboLightingName
|
||||
, _fboLightingHigh = fboLightingHighName
|
||||
--, _rboLighting = rboLightingName
|
||||
, _fboBase = fboBaseName
|
||||
, _fboBloom = fboBloomName
|
||||
, _fboColor = fboColorName
|
||||
, _fboPos = fboPosName
|
||||
, _rboBaseBloom = rboBaseBloomName
|
||||
, _matUBO = theUBO
|
||||
}
|
||||
|
||||
+16
-14
@@ -35,20 +35,22 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
|
||||
-- clear buffer to full alpha and furthest depth
|
||||
-- clearColor is specified in preloadRender
|
||||
clearColor $= Color4 1 1 1 1
|
||||
clear [ColorBuffer,DepthBuffer]
|
||||
--colorMask $= Color4 Disabled Disabled Disabled Disabled
|
||||
cullFace $= Just Back
|
||||
cullFace $= Nothing
|
||||
-- we assume that the camera position uniforms have been correctly set elsewhere
|
||||
-- draw wall surfaces from the camera's point of view in order to set z buffer
|
||||
drawShader (_lightingWallShader pdata) nWalls
|
||||
-- draw foreground elements the camera's your point of view to set z buffer
|
||||
drawShader (_lightingSurfaceShader pdata) nsurfVs
|
||||
-- draw wall occlusions from the camera's point of view
|
||||
drawShader (_lightingOccludeShader pdata) nWalls
|
||||
--hypothesis: the above three draw calls only work because the
|
||||
--uniform was set to your position, that being the last light source in the list
|
||||
--if this hypothesis is correct, then the code is brittle and should be changed
|
||||
clear [ColorBuffer]
|
||||
-- we assume that the renderbuffer's depth has been correctly set elsewhere
|
||||
-- clear [ColorBuffer,DepthBuffer]
|
||||
-- --colorMask $= Color4 Disabled Disabled Disabled Disabled
|
||||
-- cullFace $= Just Back
|
||||
-- cullFace $= Nothing
|
||||
-- -- we assume that the camera position uniforms have been correctly set elsewhere
|
||||
-- -- draw wall surfaces from the camera's point of view in order to set z buffer
|
||||
-- drawShader (_lightingWallShader pdata) nWalls
|
||||
-- -- draw foreground elements the camera's your point of view to set z buffer
|
||||
-- drawShader (_lightingSurfaceShader pdata) nsurfVs
|
||||
-- -- draw wall occlusions from the camera's point of view
|
||||
-- drawShader (_lightingOccludeShader pdata) nWalls
|
||||
-- --hypothesis: the above three draw calls only work because the
|
||||
-- --uniform was set to your position, that being the last light source in the list
|
||||
-- --if this hypothesis is correct, then the code is brittle and should be changed
|
||||
|
||||
-- for each of the lights:
|
||||
-- stencil out the walls from this light's point of view
|
||||
|
||||
Reference in New Issue
Block a user