Merge branch 'master' of ssh://git.xkjq.uk:30001/justin/dodge

This commit is contained in:
Ross
2021-03-21 17:57:20 +00:00
5 changed files with 102 additions and 13 deletions
+12
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@@ -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);
}
+36
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@@ -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();
}
+11
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@@ -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;
}
+11
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@@ -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
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@@ -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)