Start implementing ceiling stencil shader
This commit is contained in:
@@ -19,11 +19,29 @@ vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) {
|
||||
}
|
||||
}
|
||||
// End include 2023-03-13 15:33:44.438312149 UTC
|
||||
vec2 closestPointOnLine (vec2 a,vec2 b, vec2 p) {
|
||||
float x = closestPointOnLineParam(a,b,p);
|
||||
return a + (x * (b- a));
|
||||
}
|
||||
vec2 invclosestPointOnLine (vec2 a,vec2 b, vec2 p) {
|
||||
float x = dot (p-a,p-a)/ dot(p-a,b-a);
|
||||
return a + x*(b- a);
|
||||
}
|
||||
vec2 shift(vec2 p) {
|
||||
return vec2(lightPos.xy + (rad * normalize(p - lightPos.xy)));
|
||||
}
|
||||
float isLHS(vec2 startV, vec2 testV) {
|
||||
return sign(-startV.x * testV.y + startV.y * testV.x);
|
||||
float detV(vec2 p, vec2 q) {
|
||||
return p.x*q.y - p.y*q.x;
|
||||
}
|
||||
float isLHS(vec2 p, vec2 q) {
|
||||
return sign(-detV(p,q));
|
||||
}
|
||||
// the following does NOT check for division by zero: do not reuse this unless
|
||||
// you are certain this cannot happen
|
||||
vec2 intersectLL(vec2 p1,vec2 p2,vec2 q1,vec2 q2){
|
||||
float den = detV (p1-p2,q1-q2);
|
||||
float t = detV (p1-q1,q1-q2);
|
||||
return p1 + (t/den)*(p2-p1);
|
||||
}
|
||||
// constructs a "bridge" shape
|
||||
void main() {
|
||||
@@ -31,21 +49,36 @@ void main() {
|
||||
vec2 p2 = gl_in[0].gl_Position.zw;
|
||||
vec2 closepoint = closestPointOnSeg(p1,p2,lightPos.xy);
|
||||
if (isLHS(p1 - lightPos.xy, p2 - lightPos.xy) < 0 && distance(closepoint,lightPos.xy) < rad) {
|
||||
// this is a point far along the ray from the light source to the midpoint
|
||||
// of the wall. Necessary in case the light source is very close to the
|
||||
// wall
|
||||
vec2 xxxy = p1 + (0.25 * (p2 -p1));
|
||||
vec2 xt = shift(xxxy);
|
||||
vec2 xo = invclosestPointOnLine(lightPos.xy,p1,xt);
|
||||
vec2 xyyy = p1 + (0.75 * (p2 -p1));
|
||||
vec2 yt = shift(xyyy);
|
||||
vec2 yo = invclosestPointOnLine(lightPos.xy,p2,yt);
|
||||
|
||||
vec2 xoo = (distance(xo, lightPos.xy) < distance(p1, lightPos.xy)
|
||||
|| distance(p1,lightPos.xy)>rad
|
||||
? p1 : xo);
|
||||
vec2 yoo = (distance(yo, lightPos.xy) < distance(p2, lightPos.xy)
|
||||
|| distance(p2,lightPos.xy)>rad
|
||||
? p2 : yo);
|
||||
|
||||
vec2 mo = intersectLL(xoo,xt,yoo,yt);
|
||||
|
||||
vec2 closeshift = (rad * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
|
||||
vec2 shifto = (rad * normalize(closepoint - lightPos.xy)) + closepoint;
|
||||
vec2 p1cs = p1 + closeshift;
|
||||
vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1cs : shift(p1) );
|
||||
vec2 p2cs = p2 + closeshift;
|
||||
vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2cs : shift(p2) );
|
||||
//vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1 : shift(p1) );
|
||||
vec2 p1o = xoo;
|
||||
//vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2 : shift(p2) );
|
||||
vec2 p2o = yoo;
|
||||
|
||||
gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
|
||||
gl_Position = theMat * vec4(p1,-500,1); EmitVertex();
|
||||
gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
|
||||
gl_Position = theMat * vec4(p1,100,1); EmitVertex();
|
||||
gl_Position = theMat * vec4(shifto,100,1); EmitVertex();
|
||||
//gl_Position = theMat * vec4(xt,100,1); EmitVertex();
|
||||
//gl_Position = theMat * vec4(mo,100,1); EmitVertex();
|
||||
gl_Position = theMat * vec4(p2,100,1); EmitVertex();
|
||||
gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
|
||||
gl_Position = theMat * vec4(p2,-500,1); EmitVertex();
|
||||
@@ -53,22 +86,6 @@ void main() {
|
||||
EndPrimitive();
|
||||
// be carefull with the winding...
|
||||
|
||||
// gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
|
||||
// gl_Position = theMat * vec4(p2,100,1); EmitVertex();
|
||||
// gl_Position = theMat * vec4(p2o,0,1); EmitVertex();
|
||||
// gl_Position = theMat * vec4(p2,0,1); EmitVertex();
|
||||
|
||||
/// gl_Position = theMat * vec4(p2,100,1); EmitVertex();
|
||||
/// gl_Position = theMat * vec4(p2,-500,1); EmitVertex();
|
||||
/// gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
|
||||
/// gl_Position = theMat * vec4(p2o,-500,1); EmitVertex();
|
||||
/// gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
|
||||
/// gl_Position = theMat * vec4(p2cs,-500,1); EmitVertex();
|
||||
/// gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
|
||||
/// gl_Position = theMat * vec4(p1cs,-500,1); EmitVertex();
|
||||
/// gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
|
||||
/// gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
} else {
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@ data RenderData = RenderData
|
||||
, _lightingLineShadowShader :: Shader
|
||||
, _lightingCapShader :: Shader
|
||||
, _lightingTextureShader :: Shader
|
||||
, _ceilingStencilShader :: Shader
|
||||
, _alphaDivideShader :: Shader
|
||||
, _windowShader :: Shader
|
||||
, _fullscreenShader :: Shader
|
||||
|
||||
+14
-10
@@ -122,28 +122,33 @@ doDrawing' win pdata u = do
|
||||
glDepthMask GL_TRUE
|
||||
glDisable GL_BLEND
|
||||
glDepthFunc GL_LESS
|
||||
with 1 $
|
||||
glClearNamedFramebufferfv
|
||||
-- clear depth and stencil buffers
|
||||
glStencilMask 255 -- to alter the entire stencil
|
||||
glClearNamedFramebufferfi
|
||||
(pdata ^. fboBase . _1 . unFBO)
|
||||
GL_DEPTH
|
||||
GL_DEPTH_STENCIL
|
||||
0
|
||||
1
|
||||
0
|
||||
-- draw wall occlusions from the camera's point of view
|
||||
glDisable GL_CULL_FACE
|
||||
-- glEnable GL_STENCIL_TEST
|
||||
-- glStencilFunc
|
||||
unless (debugOn Remove_LOS cfig) $ do
|
||||
glUseProgram (pdata ^. lightingWallShadShader . shaderUINT)
|
||||
glUseProgram (pdata ^. ceilingStencilShader . shaderUINT)
|
||||
glProgramUniform3f
|
||||
(pdata ^. lightingWallShadShader . shaderUINT)
|
||||
(pdata ^. ceilingStencilShader . shaderUINT)
|
||||
0
|
||||
vfx
|
||||
vfy
|
||||
20
|
||||
glProgramUniform1f
|
||||
(pdata ^. lightingWallShadShader . shaderUINT)
|
||||
(pdata ^. ceilingStencilShader . shaderUINT)
|
||||
1
|
||||
1000 -- this should be the furthest on screen distance from the viewpoint
|
||||
glBindVertexArray $ pdata ^. lightingWallShadShader . shaderVAO . vaoName
|
||||
glBindVertexArray $ pdata ^. ceilingStencilShader . shaderVAO . vaoName
|
||||
glDrawArrays
|
||||
(_unPrimitiveMode $ pdata ^. lightingWallShadShader . shaderPrimitive)
|
||||
(_unPrimitiveMode $ pdata ^. ceilingStencilShader . shaderPrimitive)
|
||||
0
|
||||
(fromIntegral trueNWalls)
|
||||
-- clear color and normals
|
||||
@@ -182,12 +187,11 @@ doDrawing' win pdata u = do
|
||||
glEnable GL_STENCIL_TEST
|
||||
glStencilFunc GL_ALWAYS 0 255
|
||||
glStencilOp GL_INCR GL_INCR GL_INCR
|
||||
with 0 $ \ptr ->
|
||||
with 0 $
|
||||
glClearNamedFramebufferiv
|
||||
(pdata ^. fboBase . _1 . unFBO)
|
||||
GL_STENCIL
|
||||
0
|
||||
ptr
|
||||
glDrawArrays
|
||||
(_unPrimitiveMode $ pdata ^. chasmShader . shaderPrimitive)
|
||||
0
|
||||
|
||||
@@ -73,6 +73,8 @@ preloadRender = do
|
||||
makeShaderUsingVAO "lighting/cap" [vert, geom] pmTriangles shPosVAO
|
||||
lightingLineShadowShad <-
|
||||
makeShaderUsingVAO "lighting/lineShadow" [vert, geom] pmLinesAdjacency shedgevao
|
||||
ceilingstencilshader <-
|
||||
makeShaderUsingVBO "ceiling/stencil" [vert, geom] (toFloatVAs [4]) pmPoints wallvbo
|
||||
|
||||
putStrLn "Setup 2D shaders"
|
||||
bslist <- makeShaderVBO "dualTwoD/basic" [vert, frag] (toFloatVAs [3, 4]) pmTriangles
|
||||
@@ -161,6 +163,7 @@ preloadRender = do
|
||||
, _lightingCapShader = lightingCapShad
|
||||
, _lightingLineShadowShader = lightingLineShadowShad
|
||||
, _lightingWallShadShader = lightingWallShadShad
|
||||
, _ceilingStencilShader = ceilingstencilshader
|
||||
, _windowShader = windowshader
|
||||
, _fullscreenShader = fsShad
|
||||
, _alphaDivideShader = alphadivideshader
|
||||
|
||||
Reference in New Issue
Block a user