Work on distortion shader

This commit is contained in:
2025-11-15 13:21:11 +00:00
parent 5dfc97a683
commit d436b853eb
8 changed files with 44 additions and 55 deletions
+1 -1
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@@ -34,7 +34,7 @@ vec4 shiftNear(vec4 pos)
return (sp.z > 100 ? projNear(pos) : sp);
}
// Output 6 vertices for 4 data inputs
int ks[6] = // Inputdata: n1a Shadow:
const int ks[6] = // Inputdata: n1a Shadow:
{0,1,2 // 2--3 / p2--p3
,2,1,3 // | | p0---p1 / |
}; // 0--1 / / |
+3 -13
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@@ -1,20 +1,10 @@
#version 450 core
in vec2 texPos;
in vec2 texDist;
in float gfactor;
in vec2 vcpos;
in vec2 distmask;
out vec4 fColor;
layout (binding = 1) uniform sampler2D screenTexture;
float f ( float x) {
if (x>1) {return 1;} else {return (1-gfactor)*x + gfactor;}
}
float x = min(1, dot(distmask,distmask));
void main()
{
float t = f(length(texDist));
float r = texture(screenTexture , (t*texPos - vcpos)).r ;
vec2 gb = texture(screenTexture
, 0.5+0.5 *( vcpos + t * (texPos - vcpos))
).gb
;
fColor = vec4(r,gb,1);
fColor = mix(texture(screenTexture, texPos),vec4(1,0,0,1),x);
}
+22 -13
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@@ -1,18 +1,27 @@
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 rad1;
layout (location = 2) in vec2 rad2;
layout (location = 3) in float factor;
struct DataS { vec2 pos; vec2 rad1; vec2 rad2; };
layout (std430, binding = 9) readonly buffer Data { DataS data[]; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec2 vCen;
out vec2 vRad1;
out vec2 vRad2;
out float vFactor;
out vec2 texPos;
out vec2 distmask;
const int ks[6] =
{0,1,2 // 2--3
,2,1,3 // | |
}; // 0--1
const vec2 cs[4] =
{ vec2 (-1,-1)
, vec2 ( 1,-1)
, vec2 (-1, 1)
, vec2 ( 1, 1)
};
void main()
{
gl_Position = vec4(0,0,0,1);
vCen = (theMat * vec4(pos,0,1)).xy;
vRad1 = (theMat * vec4(rad1,0,1)).xy;
vRad2 = (theMat * vec4(rad2,0,1)).xy;
vFactor = factor;
int k = ks[gl_VertexID];
vec4 off = (theMat * vec4(data[gl_VertexID/6].pos, 0,1));
float r = distance
((theMat * vec4(data[gl_VertexID/6].rad1, 0,1)).xy
,(theMat * vec4(0,0, 0,1)).xy);
distmask = (cs[k] - off.xy)/r;
texPos = 0.5 * (cs[k]+vec2(1,1));
gl_Position = vec4 (cs[k],0,1);
}
+1 -1
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@@ -22,7 +22,7 @@ data RenderData = RenderData
, _fullscreenShader :: GLuint
, _transparencyCompShader :: GLuint
, _bloomBlurShader :: GLuint
, _barrelShader :: (Shader,VBO)
, _barrelShader :: (GLuint,VBO)
, _shapeShader :: GLuint
, _shapeEBO :: UintBO
, _silhouetteEBO :: UintBO
+1 -1
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@@ -10,5 +10,5 @@ testEvent :: World -> World
testEvent w = fromMaybe w $ do
cpos <- w ^? cWorld . lWorld . creatures . ix 0 . crPos . _xy
let distR = 50
distortionBulge = RadialDistortion cpos (cpos + V2 distR 0) (cpos + V2 0 distR) 1.9
distortionBulge = RadialDistortion cpos (V2 distR 0) (cpos + V2 0 distR) 1.9
return $ w & cWorld . lWorld . distortions .~ [distortionBulge]
+6 -4
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@@ -25,7 +25,6 @@ import Graphics.GL.Core45
import MatrixHelper
import Render
import qualified SDL
import Shader
import Shader.Bind
import Shader.Data
import Shader.Poke
@@ -369,10 +368,13 @@ doDrawing' win pdata u = do
glDrawArrays GL_TRIANGLES 0 6
(RadialDistortion (V2 a b) (V2 c d) (V2 e f) g:_) -> do
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
pokeArray (shadVBOptr $ _barrelShader pdata) [a, b, c, d, e, f, g]
bufferPokedVBO (snd $ _barrelShader pdata) 1
pokeArray (pdata ^. barrelShader . _2 . vboPtr) [a, b, c, d, e, f]
withArray [a, b, c, d, e, f, g] $
glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
(6 * fromIntegral (sizeOf (0 :: Float)))
glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
drawShader (fst $ _barrelShader pdata) 1
glUseProgram (pdata ^. barrelShader . _1)
glDrawArrays GL_TRIANGLES 0 6
glBindTextureUnit 0 $ pdata ^. fbo2 . _2 . unTO
glBindFramebuffer GL_FRAMEBUFFER 0
glUseProgram (pdata ^. fullscreenShader)
+9 -2
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@@ -127,7 +127,14 @@ preloadRender = do
transcompshader <- makeSourcedShader "fullscreen/transparencyComp" [vert, frag]
bloomBlurShad <- makeSourcedShader "texture/bloomBlur" [vert, frag]
lightingTextureShad <- makeSourcedShader "lighting/texture" [vert, frag]
barrelShad <- makeShaderVBO "texture/barrel" [vert, geom, frag] (toFloatVAs [2, 2, 2, 1]) pmPoints
distbo <- mglCreate glCreateBuffers
let distbosize = sizeOf (0 :: Float) * 6 * 1024
glNamedBufferStorage distbo (fromIntegral distbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_SHADER_STORAGE_BUFFER 9 distbo
distptr <- mallocBytes distbosize
let distvbo = VBO distbo distptr (sizeOf (0::Float) * 6)
barrelShad <- makeSourcedShader "texture/barrel" [vert,frag]
putStrLn "Setup floor VBO, shader"
flvbo <- mglCreate glCreateBuffers
@@ -183,7 +190,7 @@ preloadRender = do
, _alphaDivideShader = alphadivideshader
, _lightingTextureShader = lightingTextureShad
, _bloomBlurShader = bloomBlurShad
, _barrelShader = barrelShad
, _barrelShader = (barrelShad,distvbo)
, _fbo2 = framebuf2
, _fboHalf1 = fboHalf1Name
, _fboHalf2 = fboHalf2Name
+1 -20
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@@ -1,13 +1,8 @@
module Shader (
drawShaderLay,
shadVBOptr,
drawShader,
) where
module Shader (drawShaderLay) where
import Control.Lens
import Control.Monad.Primitive
import qualified Data.Vector.Unboxed.Mutable as UMV
import Foreign
import Graphics.GL.Core45
import Shader.Data
import Shader.Parameters
@@ -22,17 +17,3 @@ drawShaderLay l countsVector shadIn fs = do
(_unPrimitiveMode $ _shaderPrimitive $ fst fs)
(fromIntegral $ l * numSubElements)
(fromIntegral i)
drawShader :: Shader -> Int -> IO ()
{-# INLINE drawShader #-}
drawShader fs i = do
glUseProgram (_shaderUINT fs)
glBindVertexArray $ fs ^. shaderVAO . unVAO
glDrawArrays
(_unPrimitiveMode $ _shaderPrimitive fs)
0
(fromIntegral i)
shadVBOptr :: (Shader, VBO) -> Ptr Float
{-# INLINE shadVBOptr #-}
shadVBOptr = _vboPtr . snd