Merge branch 'master' of ssh://git.xkjq.uk:30001/justin/dodge
This commit is contained in:
@@ -0,0 +1,12 @@
|
|||||||
|
#version 430 core
|
||||||
|
in vec2 tPos;
|
||||||
|
in vec4 gColor;
|
||||||
|
|
||||||
|
uniform sampler2D tex;
|
||||||
|
|
||||||
|
out vec4 fColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
fColor = gColor * texture(tex,tPos);
|
||||||
|
}
|
||||||
@@ -0,0 +1,36 @@
|
|||||||
|
#version 430 core
|
||||||
|
layout (points) in;
|
||||||
|
layout (triangle_strip, max_vertices = 4) out;
|
||||||
|
|
||||||
|
in vec4 vColor [];
|
||||||
|
out vec4 gColor;
|
||||||
|
out vec2 tPos;
|
||||||
|
|
||||||
|
uniform mat4 perpMat;
|
||||||
|
|
||||||
|
// consider using isLHS to check if the wall is facing the center
|
||||||
|
float isLHS (vec2 startV, vec2 testV)
|
||||||
|
{
|
||||||
|
return sign( -startV.x * testV.y + startV.y * testV.x);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gColor = vColor[0];
|
||||||
|
|
||||||
|
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
|
||||||
|
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
|
||||||
|
vec4 p3 = vec4 (p1.xy,-0.5,1);
|
||||||
|
vec4 p4 = vec4 (p2.xy,-0.5,1);
|
||||||
|
|
||||||
|
vec4 a1 = perpMat * p1;
|
||||||
|
vec4 a2 = perpMat * p2;
|
||||||
|
vec4 a3 = perpMat * p3;
|
||||||
|
vec4 a4 = perpMat * p4;
|
||||||
|
|
||||||
|
tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
|
||||||
|
tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();
|
||||||
|
tPos = vec2 (-1,-1) ; gl_Position = a2; EmitVertex();
|
||||||
|
tPos = vec2 (-1, 1) ; gl_Position = a4; EmitVertex();
|
||||||
|
EndPrimitive();
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
#version 430 core
|
||||||
|
layout (location = 0) in vec4 poss;
|
||||||
|
layout (location = 1) in vec4 color;
|
||||||
|
|
||||||
|
out vec4 vColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = poss;
|
||||||
|
vColor = color;
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
#version 430 core
|
||||||
|
layout (location = 0) in vec4 poss;
|
||||||
|
layout (location = 1) in vec4 color;
|
||||||
|
|
||||||
|
out vec4 vColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = poss;
|
||||||
|
vColor = color;
|
||||||
|
}
|
||||||
+32
-13
@@ -31,19 +31,8 @@ import qualified Data.IntMap.Strict as IM
|
|||||||
|
|
||||||
import qualified SDL as SDL
|
import qualified SDL as SDL
|
||||||
|
|
||||||
renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
|
setCommonUniforms :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> IO ()
|
||||||
[(Point2,Point2)] -> [Point4] ->
|
setCommonUniforms pdata rot zoom (tranx,trany) (winx,winy) = do
|
||||||
(Float,Float) -> Picture -> IO (Word32,Word32)
|
|
||||||
renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
|
|
||||||
(viewFromx,viewFromy) pic = do
|
|
||||||
wallPokeStart <- SDL.ticks
|
|
||||||
|
|
||||||
-- setting the depth function to less, instead of lequal,
|
|
||||||
-- seems to stop a lot of unecessary drawing
|
|
||||||
-- of wall shadows when creating the light map
|
|
||||||
depthFunc $= Just Less
|
|
||||||
|
|
||||||
-- set common uniforms
|
|
||||||
setShaderUniforms rot zoom (tranx,trany) (winx,winy)
|
setShaderUniforms rot zoom (tranx,trany) (winx,winy)
|
||||||
( (extractProgAndUnis $ _lightSourceShader pdata)
|
( (extractProgAndUnis $ _lightSourceShader pdata)
|
||||||
: (extractProgAndUnis $ _wallShadowShader pdata)
|
: (extractProgAndUnis $ _wallShadowShader pdata)
|
||||||
@@ -52,6 +41,36 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
|
|||||||
: (map extractProgAndUnis $ _listShaders pdata)
|
: (map extractProgAndUnis $ _listShaders pdata)
|
||||||
)
|
)
|
||||||
|
|
||||||
|
createLightMap :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
|
||||||
|
[(Point2,Point2)] -> [Point4] ->
|
||||||
|
(Float,Float) -> Picture -> IO ()
|
||||||
|
createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
|
||||||
|
(viewFromx,viewFromy) pic = do
|
||||||
|
return ()
|
||||||
|
|
||||||
|
renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
|
||||||
|
[(Point2,Point2)] -> [Point4] ->
|
||||||
|
(Float,Float) -> Picture -> IO (Word32,Word32)
|
||||||
|
renderPicture' pdata rot zoom trans wins wallPoints lightPoints
|
||||||
|
viewFroms pic = do
|
||||||
|
startTicks <- SDL.ticks
|
||||||
|
setCommonUniforms pdata rot zoom trans wins
|
||||||
|
renderPicture pdata rot zoom trans wins wallPoints lightPoints viewFroms pic
|
||||||
|
endTicks <- SDL.ticks
|
||||||
|
return (startTicks, endTicks - startTicks)
|
||||||
|
|
||||||
|
renderPicture :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
|
||||||
|
[(Point2,Point2)] -> [Point4] ->
|
||||||
|
(Float,Float) -> Picture -> IO (Word32,Word32)
|
||||||
|
renderPicture pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
|
||||||
|
(viewFromx,viewFromy) pic = do
|
||||||
|
wallPokeStart <- SDL.ticks
|
||||||
|
|
||||||
|
-- setting the depth function to less, instead of lequal,
|
||||||
|
-- seems to stop a lot of unecessary drawing
|
||||||
|
-- of wall shadows when creating the light map
|
||||||
|
depthFunc $= Just Less
|
||||||
|
|
||||||
-- draw lightmap
|
-- draw lightmap
|
||||||
|
|
||||||
bindFramebuffer Framebuffer $= (_spareFBO pdata)
|
bindFramebuffer Framebuffer $= (_spareFBO pdata)
|
||||||
|
|||||||
Reference in New Issue
Block a user