Cleanup
This commit is contained in:
+94
-11
@@ -42,7 +42,9 @@ createLightMap ::
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TO ->
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(Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader
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IO ()
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createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUShadows = do
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createLightMap pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
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InstancingShads -> instanceLightMap pdata lightPoints nWalls nSils nCaps toPos
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_ -> do
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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@@ -85,16 +87,12 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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(marshalEPrimitiveMode $ _shadPrim' lwallShad)
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0
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(fromIntegral nWalls)
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case drawObjShads of
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case shadsdrawtype of
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GeoObjShads -> do
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--draw silhouette shadows
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--currentProgram $= Just (_shadProg llinesShad)
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--uniform (_shadUnis llinesShad V.! 0) $= Vector3 x y z
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--uniform (_shadUnis llinesShad V.! 1) $= rad
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glUseProgram (_shadProg' llinesShad)
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glUniform3f (_shadUnis' llinesShad V.! 0) x y z
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glUniform1f (_shadUnis' llinesShad V.! 1) rad
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--bindVertexArrayObject $= Just (_vaoName $ _shadVAO' llinesShad)
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glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' llinesShad)
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@@ -104,12 +102,8 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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--cullFace $= Just Back
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--currentProgram $= Just (_shadProg lcapShad)
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--uniform (_shadUnis lcapShad V.! 0) $= Vector3 x y z
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glUseProgram (_shadProg' lcapShad)
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glUniform3f (_shadUnis' lcapShad V.! 0) x y z
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--bindVertexArrayObject $= lcapShad ^? shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
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glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' lcapShad)
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@@ -117,7 +111,96 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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GL_UNSIGNED_SHORT
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nullPtr
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CPUObjShads -> drawCPUShadows (V3 x y z) rad
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_ -> return ()
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NoObjShads -> return ()
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--draw lightmap itself
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glEnable GL_DEPTH_TEST
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glDepthFunc GL_ALWAYS
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--depthFunc $= Just Always
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-- bind world position texture
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bindTO toPos
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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--stencilOp $= (OpKeep, OpKeep, OpKeep)
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glStencilFunc GL_EQUAL 0 255
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--currentProgram $= ltextShad ^? shadProg --Just (_shadProg ltextShad)
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--uniform (_shadUnis ltextShad V.! 0) $= Vector3 x y z
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--uniform (_shadUnis ltextShad V.! 1) $= Vector4 r g b rad
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glUseProgram (ltextShad ^. shadProg') --Just (_shadProg ltextShad)
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glUniform3f (_shadUnis' ltextShad V.! 0) x y z
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glUniform4f (_shadUnis' ltextShad V.! 1) r g b rad
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--bindVertexArrayObject $= ltextShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
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glBindVertexArray $ ltextShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
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glDrawArrays
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(marshalEPrimitiveMode (_shadPrim' ltextShad))
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0
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(fromIntegral (4 :: Int))
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--cleanup: may not be necessary, depending on what comes after...
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glDisable GL_CULL_FACE
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glDisable GL_STENCIL_TEST
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instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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glDepthMask GL_FALSE
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-- clearColor is specified differently in preloadRender
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-- the colors are inverted
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glClearColor 1 1 1 1
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glClear GL_COLOR_BUFFER_BIT
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position
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-- to consider: adding normals/a "material" for each fragment
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glEnable GL_STENCIL_TEST
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--stencilTest $= Enabled
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glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
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--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
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--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
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glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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glDepthFunc GL_LESS
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-- setup stencil
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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glClear GL_STENCIL_BUFFER_BIT
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glDisable GL_CULL_FACE
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--cullFace $= Nothing
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glStencilFunc GL_ALWAYS 0 255
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--draw wall shadows
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--currentProgram $= Just (_shadProg lwallShad)
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glUseProgram (_shadProg' lwallShad)
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--uniform (_shadUnis lwallShad V.! 0)
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-- $= Vector3 x y z
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glUniform3f (_shadUnis' lwallShad V.! 0) x y z
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--bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glDrawArrays
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(marshalEPrimitiveMode $ _shadPrim' lwallShad)
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0
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(fromIntegral nWalls)
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--draw silhouette shadows
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glUseProgram (_shadProg' llinesShad)
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glUniform3f (_shadUnis' llinesShad V.! 0) x y z
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glUniform1f (_shadUnis' llinesShad V.! 1) rad
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glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' llinesShad)
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(fromIntegral nSils)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glUseProgram (_shadProg' lcapShad)
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glUniform3f (_shadUnis' lcapShad V.! 0) x y z
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glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' lcapShad)
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(fromIntegral nCaps)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw lightmap itself
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glEnable GL_DEPTH_TEST
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glDepthFunc GL_ALWAYS
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