Further cleanup
This commit is contained in:
@@ -6,11 +6,7 @@ in vec2 vTexPos;
|
||||
out vec4 fColor;
|
||||
void main()
|
||||
{
|
||||
//vec3 dField = ( texture(screenTexture,vTexPos).xyz - lightPos ) / lumRad.a;
|
||||
//vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lumRad.rgb ;
|
||||
vec3 dField = ( texture(screenTexture,vTexPos).xyz - lightPos ) / lumRad.a;
|
||||
vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lumRad.rgb ;
|
||||
fColor = vec4(c,0);
|
||||
//fColor = vec4(lumRad.rgb,0);
|
||||
//fColor = vec4(1,1,1,0);
|
||||
}
|
||||
|
||||
+16
-29
@@ -93,15 +93,28 @@ doDrawing pdata w = do
|
||||
nTextArrayVs <- pokePoint33s (shadVBOptr $ _textureArrayShader pdata) (_floorTiles w)
|
||||
bindShaderBuffers [_textureArrayShader pdata] [nTextArrayVs]
|
||||
drawShader (_textureArrayShader pdata) nTextArrayVs
|
||||
--draw lightmap for base buffer
|
||||
bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
|
||||
createLightMap pdata lightPoints nWalls nSils nCaps (snd $ snd $ _fboBase pdata)
|
||||
colorMask $= Color4 Enabled Enabled Enabled Enabled
|
||||
clearColor $= Color4 0 0 0 0
|
||||
--apply lightmap to base buffer
|
||||
bindFramebuffer Framebuffer $= fst (_fboBase pdata)
|
||||
textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
|
||||
blend $= Enabled
|
||||
blendFunc $= (Zero, OneMinusSrcColor)
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
|
||||
--draw bloom onto bloom buffer
|
||||
bindFramebuffer Framebuffer $= fst (_fboBloom pdata)
|
||||
clear [ColorBuffer]
|
||||
depthFunc $= Just Less
|
||||
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
|
||||
depthMask $= Disabled
|
||||
renderLayer 3 shadV layerCounts
|
||||
depthMask $= Enabled
|
||||
renderLayer 1 shadV layerCounts
|
||||
|
||||
--depthMask $= Enabled
|
||||
--setup downscale viewport for blurring bloom
|
||||
viewport $= (Position 0 0
|
||||
, divideSize (2 * (w ^. config . shadow_resolution)) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
|
||||
@@ -114,21 +127,6 @@ doDrawing pdata w = do
|
||||
blend $= Enabled
|
||||
viewport $= (Position 0 0
|
||||
, divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
|
||||
|
||||
--draw lightmap for base buffer
|
||||
bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
|
||||
createLightMap pdata lightPoints nWalls nSils nCaps (snd $ snd $ _fboBase pdata)
|
||||
colorMask $= Color4 Enabled Enabled Enabled Enabled
|
||||
clearColor $= Color4 0 0 0 0
|
||||
|
||||
--apply lightmap to base buffer
|
||||
bindFramebuffer Framebuffer $= fst (_fboBase pdata)
|
||||
textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
|
||||
blend $= Enabled
|
||||
blendFunc $= (Zero, OneMinusSrcColor)
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
|
||||
|
||||
--draw clouds
|
||||
bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
|
||||
depthFunc $= Just Lequal
|
||||
@@ -140,24 +138,19 @@ doDrawing pdata w = do
|
||||
clear [ColorBuffer]
|
||||
renderLayer 2 shadV layerCounts
|
||||
renderWindows pdata windowPoints
|
||||
|
||||
----render transparency depths
|
||||
depthMask $= Enabled
|
||||
blend $= Disabled
|
||||
drawBuffers $= [NoBuffers,FBOColorAttachment 1]
|
||||
clearColor $= Color4 0 0 0 0
|
||||
clear [ColorBuffer]
|
||||
renderLayer 2 shadV layerCounts
|
||||
renderWindows pdata windowPoints
|
||||
depthMask $= Disabled
|
||||
blend $= Enabled
|
||||
|
||||
----draw lightmap for cloud buffer
|
||||
bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
|
||||
createLightMap pdata lightPoints nWalls nSils nCaps (snd $ snd $ _fboCloud pdata)
|
||||
colorMask $= Color4 Enabled Enabled Enabled Enabled
|
||||
clearColor $= Color4 0 0 0 0
|
||||
|
||||
--apply lightmap to cloud buffer
|
||||
clearColor $= Color4 0 0 0 0
|
||||
bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
|
||||
@@ -170,10 +163,6 @@ doDrawing pdata w = do
|
||||
blendFuncSeparate $= ((Zero, OneMinusSrcColor),(Zero, One))
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
|
||||
|
||||
depthMask $= Disabled
|
||||
depthFunc $= Just Always
|
||||
|
||||
--Draw blurred bloom onto base buffer
|
||||
bindFramebuffer Framebuffer $= fst (_fboBase pdata)
|
||||
blend $= Enabled
|
||||
@@ -181,15 +170,13 @@ doDrawing pdata w = do
|
||||
textureBinding Texture2D $= Just (snd $ _fboFourth1 pdata)
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
|
||||
|
||||
--draw shadowed clouds onto base buffer
|
||||
textureBinding Texture2D $= Just (fst $ snd $ _fboCloud pdata)
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
depthFunc $= Just Lequal
|
||||
|
||||
--set viewport for radial distortion
|
||||
viewport $= (Position 0 0, Size (round $ fstV2 wins) (round $ sndV2 wins))
|
||||
depthFunc $= Just Always
|
||||
blendFunc $= (One,Zero)
|
||||
|
||||
-- perform any radial distortion
|
||||
case _radDistortion w of
|
||||
[] -> do
|
||||
|
||||
@@ -173,11 +173,11 @@ preloadRender = do
|
||||
, _fboLighting = fboLightingName
|
||||
, _fboLightingHigh = fboLightingHighName
|
||||
--, _rboLighting = rboLightingName
|
||||
, _fboBase = fboBaseName
|
||||
, _fboBase = fboBaseName
|
||||
, _fboCloud = fboCloudName
|
||||
, _fboBloom = fboBloomName
|
||||
, _fboColor = fboColorName
|
||||
, _fboPos = fboPosName
|
||||
, _fboPos = fboPosName
|
||||
, _rboBaseBloom = rboBaseBloomName
|
||||
, _matUBO = theUBO
|
||||
}
|
||||
@@ -185,8 +185,8 @@ preloadRender = do
|
||||
cornerList :: [[Float]]
|
||||
cornerList =
|
||||
[[-1, 1,0,1]
|
||||
,[ 1, 1,1,1]
|
||||
,[-1,-1,0,0]
|
||||
,[ 1, 1,1,1]
|
||||
,[ 1,-1,1,0]
|
||||
]
|
||||
cleanUpRenderPreload :: RenderData -> IO ()
|
||||
|
||||
+5
-6
@@ -47,21 +47,20 @@ createLightMap pdata lightPoints nWalls nSils nCaps toPos = do
|
||||
clearColor $= Color4 1 1 1 1
|
||||
clear [ColorBuffer]
|
||||
-- for each of the lights:
|
||||
-- stencil out the walls from this light's point of view
|
||||
-- draw fading lightmap circles on the floor
|
||||
-- draw fading lightmaps on the walls
|
||||
-- 1. stencil out the walls from this light's point of view
|
||||
-- 2. calculate lighting based on each fragment's position
|
||||
blendFunc $= (Zero, OneMinusSrcColor)
|
||||
stencilTest $= Enabled
|
||||
flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,rad,V3 r g b) -> do
|
||||
depthFunc $= Just Less
|
||||
-- stencil out shadows
|
||||
-- setup stencil
|
||||
colorMask $= Color4 Disabled Disabled Disabled Disabled
|
||||
clear [StencilBuffer]
|
||||
cullFace $= Nothing
|
||||
stencilOpSeparate Front $= (OpKeep,OpKeep,OpIncrWrap)
|
||||
stencilOpSeparate Back $= (OpKeep,OpKeep,OpDecrWrap)
|
||||
stencilFunc $= (Always, 0, 255)
|
||||
--draw wall whadows
|
||||
--draw wall shadows
|
||||
currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
|
||||
uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
|
||||
$= Vector3 x y z
|
||||
@@ -79,7 +78,7 @@ createLightMap pdata lightPoints nWalls nSils nCaps toPos = do
|
||||
drawShader (_lightingCapShader pdata) nCaps
|
||||
--draw lightmap itself
|
||||
depthFunc $= Just Always
|
||||
cullFace $= Nothing
|
||||
--cullFace $= Nothing
|
||||
bindTO toPos
|
||||
colorMask $= Color4 Enabled Enabled Enabled Enabled
|
||||
stencilOp $= (OpKeep,OpKeep,OpKeep)
|
||||
|
||||
Reference in New Issue
Block a user