Use stencil test to not draw floors where there are chasms
This commit is contained in:
@@ -1,6 +0,0 @@
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#version 450 core
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out vec4 fColor;
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void main()
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{
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fColor = vec4 (0,0,0,1);
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}
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@@ -36,8 +36,8 @@ void main() {
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vec2 p2cs = p2 + closeshift;
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vec2 p2o = vec2( distance(p2,lightPos.xy) > rad2 ? p2cs : shift(p2) );
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gl_Position = theMat * vec4(p1o,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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@@ -52,15 +52,15 @@ void main() {
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// gl_Position = theMat * vec4(p2,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
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EndPrimitive();
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} else {
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+36
-25
@@ -1,24 +1,23 @@
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-- | Contains the central drawing functions for the dodge loop.
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module Dodge.Render (
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doDrawing,
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getWindowSize
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getWindowSize,
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) where
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import qualified Data.Vector as V
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import Dodge.Shadows
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import Dodge.WindowSize
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import Control.Lens
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import Control.Monad
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import qualified Control.Monad.Parallel as MP
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--import Data.List (sortOn)
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import qualified Data.Map.Strict as M
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import Data.Preload.Render
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import qualified Data.Vector as V
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import Dodge.Data.Universe
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import Dodge.Render.Lights
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import Dodge.Render.ShapePicture
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import Dodge.Render.Walls
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import Dodge.Shadows
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import Dodge.WindowSize
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import Foreign
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import GLHelp
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import Geometry
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@@ -80,7 +79,8 @@ doDrawing' win pdata u = do
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windowPoints
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wallsToPoke
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)
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( pokeShape (drawShadowsByImportance $ cfig ^. graphics_shadow_size)
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( pokeShape
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(drawShadowsByImportance $ cfig ^. graphics_shadow_size)
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(_vboPtr $ _vboShapes pdata)
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(_eboPtr $ _shapeEBO pdata)
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(_eboPtr $ _silhouetteEBO pdata)
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@@ -88,19 +88,18 @@ doDrawing' win pdata u = do
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ws
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)
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(nCloudVs', nCloudIs') <-
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-- Might want to sort the clouds based on z depth, not sure
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-- Might want to sort the clouds based on z depth, not sure
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V.foldM'
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(pokeCloud (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . eboPtr))
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(0, 0)
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(V.fromList $ w ^. cWorld . lWorld . clouds)
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--(sortOn (^. clPos . _3) $ w ^. cWorld . lWorld . clouds)
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(nCloudVs, nCloudIs) <-
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-- Might want to sort the clouds based on z depth, not sure
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V.foldM'
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(pokeDust (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . eboPtr))
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(nCloudVs', nCloudIs')
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(V.fromList $ w ^. cWorld . lWorld . dusts)
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--(sortOn (^. clPos . _3) $ w ^. cWorld . lWorld . clouds)
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-- bind wall points, silhouette data, surface geometry
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bufferShaderLayers shadV pokeCounts
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mapM_
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@@ -161,6 +160,8 @@ doDrawing' win pdata u = do
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GL_COLOR
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2
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ptr
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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\ptr -> glDrawBuffers 3 ptr
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--draw walls onto base buffer
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-- maybe cull faces? maybe do this before?
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glEnable GL_CULL_FACE
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@@ -172,7 +173,7 @@ doDrawing' win pdata u = do
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0
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(fromIntegral trueNWalls)
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--draw object pictures onto base buffer (are there any?!)
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-- renderLayer BottomLayer shadV layerCounts
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-- renderLayer BottomLayer shadV layerCounts
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--draw object shapes onto base buffer
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let fs = _shapeShader pdata
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glUseProgram (_shaderUINT fs)
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@@ -185,22 +186,33 @@ doDrawing' win pdata u = do
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-- draw chasm shader blocking floor
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glUseProgram (pdata ^. chasmShader . shaderUINT)
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glBindVertexArray $ pdata ^. chasmShader . shaderVAO . vaoName
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-- glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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glDepthMask GL_FALSE
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glDrawBuffer GL_NONE
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glEnable GL_STENCIL_TEST
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glStencilFunc GL_ALWAYS 0 255
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glStencilOp GL_INCR GL_INCR GL_INCR
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with 0 $ \ptr ->
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glClearNamedFramebufferiv
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(pdata ^. fboBase . _1 . unFBO)
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GL_STENCIL
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0
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ptr
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. chasmShader . shaderPrimitive)
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0
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(fromIntegral nchs)
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-- glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2]
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$ \ptr -> glDrawBuffers 3 ptr
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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\ptr -> glDrawBuffers 3 ptr
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glDepthMask GL_TRUE
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--draw floor onto base buffer
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glUseProgram (pdata ^. floorShader . shaderUINT)
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glBindVertexArray $ pdata ^. floorShader . shaderVAO . vaoName
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glStencilFunc GL_EQUAL 0 255
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. floorShader . shaderPrimitive)
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0
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(fromIntegral nFls)
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glDisable GL_STENCIL_TEST
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glDisable GL_CULL_FACE
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glEnable GL_BLEND
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--draw lightmap into its own buffer
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@@ -245,7 +257,7 @@ doDrawing' win pdata u = do
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-- draw clouds, transparency blocks some alpha
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glDepthMask GL_FALSE
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glBlendColor 0 0 0 0.1 -- using this and GL_CONSTANT_ALPHA below
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-- can allow for some underlighting of the clouds
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-- can allow for some underlighting of the clouds
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glBlendFuncSeparate GL_ZERO GL_ONE GL_CONSTANT_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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@@ -264,7 +276,7 @@ doDrawing' win pdata u = do
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glBindTextureUnit 0 (pdata ^. fboBloom . _2 . unTO)
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glDisable GL_BLEND
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drawShader (_bloomBlurShader pdata) 4
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when (cfig ^. graphics_bloom) $ do
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when (cfig ^. graphics_bloom) $ do
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replicateM_ 2 $ pingPongBetween (_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
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glEnable GL_BLEND
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setViewport _graphics_world_resolution cfig
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@@ -287,7 +299,7 @@ doDrawing' win pdata u = do
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GL_COLOR
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0
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ptr
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-- renderLayer MidLayer shadV pokeCounts
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-- renderLayer MidLayer shadV pokeCounts
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glDrawElements
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@@ -301,8 +313,8 @@ doDrawing' win pdata u = do
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glDepthMask GL_TRUE
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glDepthFunc GL_ALWAYS
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glDisable GL_BLEND
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2]
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$ \ptr -> glDrawBuffers 3 ptr
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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\ptr -> glDrawBuffers 3 ptr
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withArray [0, 0, 0, 0] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboCloud . _1 . unFBO)
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@@ -379,7 +391,6 @@ doDrawing' win pdata u = do
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drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--set viewport for radial distortion
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--setViewportSize (round winx) (round winy)
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setViewport (const FullRes) cfig
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@@ -392,7 +403,7 @@ doDrawing' win pdata u = do
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glBindTextureUnit 0 $ pdata ^. fboBase . _2 . _1 . unTO
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glBindFramebuffer GL_FRAMEBUFFER 0
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drawShader (_fullscreenShader pdata) 4
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(rds,_) -> do
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(rds, _) -> do
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let bindDrawDist :: Distortion -> IO ()
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bindDrawDist (RadialDistortion (V2 a b) (V2 c d) (V2 e f) g) = do
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pokeArray (shadVBOptr $ _barrelShader pdata) [a, b, c, d, e, f, g]
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@@ -413,8 +424,8 @@ doDrawing' win pdata u = do
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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renderLayer DebugLayer shadV pokeCounts
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig))
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$ \ptr -> glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
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withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig)) $
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\ptr -> glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
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glDepthFunc GL_GEQUAL
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glDepthMask GL_TRUE
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with (-1) $ \ptr -> glClearNamedFramebufferfv 0 GL_DEPTH 0 ptr
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@@ -422,7 +433,7 @@ doDrawing' win pdata u = do
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SDL.glSwapWindow win
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getDistortions :: Configuration -> World -> [Distortion]
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getDistortions cfig w
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getDistortions cfig w
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| cfig ^. graphics_distortions = w ^. cWorld . lWorld . distortions
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| otherwise = []
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@@ -153,6 +153,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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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 and normal
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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-- note that the stencil shadows rely on the depth buffer
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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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