Commit before changes to wallShadow shaders
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@@ -4,6 +4,5 @@ out vec4 fColor;
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void main()
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{
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fColor = vec4 (0.9,0.5,0,1);
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fColor = vParams;
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}
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+52
-18
@@ -59,6 +59,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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clear [ColorBuffer]
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-- depthMask $= Enabled
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-- nBoxWalls <- F.foldM (pokeShader (_wallShader pdata)) $ concat $ mkShadFromWall <$> wallPoints <*> lightPoints
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nWalls <- F.foldM (pokeShader (_wallShadowShader pdata)) wallPoints
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bindShaderBuffers [_wallShadowShader pdata] [nWalls]
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@@ -155,24 +156,27 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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ticks4 <- renderFoldable pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 2) pic
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bticks <- SDL.ticks
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-- -- render walls
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-- depthFunc $= Nothing
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-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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-- -- poke data
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-- let lights = map (\(x,y,r,g) -> ((x,y),(r,g,0,0))) lightPoints
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-- wallPairs = map (\(a,b,_,_) -> [(a,(1,1,1,1)),(b,(1,1,1,1))]) wallPoints
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-- f (x,y) = [(x,y,0),(x,y,0),(x,y,-1)]
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-- g (x,y) = [(x,y,0),(x,y,-1),(x,y,-1)]
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-- wp = concatMap (\(a,b,_,_) -> f a ++ g b) wallPoints
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-- h p = (p,(1,0,0,1))
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-- i <- F.foldM (pokeShader (_wallShader pdata)) $ map h wp
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--
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-- -- bind buffers
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-- bindShaderBuffers [_wallShader pdata] [i]
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--
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-- -- draw call
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-- drawShaders [_wallShader pdata] [i]
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-- depthFunc $= Just Lequal
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-- render walls
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-- depthFunc $= Nothing
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-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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-- -- poke data
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-- cullFace $= Just Back
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-- let lights = map (\(x,y,r,g) -> ((x,y),(r,g,0,0))) lightPoints
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-- wallPairs = map (\(a,b,_,_) -> [(a,(1,1,1,1)),(b,(1,1,1,1))]) wallPoints
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-- f (x,y) = [(x,y,0),(x,y,0),(x,y,-1)]
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-- g (x,y) = [(x,y,0),(x,y,-1),(x,y,-1)]
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-- wp = concatMap (\(a,b,_,_) -> f a ++ g b) wallPoints
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-- h p = (p,(1,0,0,1))
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-- wp2 = ((200,200),(-200,200),(0,0),(0,0))
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-- wp3 = ((-200,200),(-200,-200),(0,0),(0,0))
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-- i <- F.foldM (pokeShader (_wallShader pdata)) $ concat $ mkShadFromWall <$> [wp2,wp3] <*> [(300,50,200,0)]
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--
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-- -- bind buffers
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-- bindShaderBuffers [_wallShader pdata] [i]
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--
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-- -- draw call
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-- drawShaders [_wallShader pdata] [i]
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-- depthFunc $= Just Lequal
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------ blendFunc $= (One,Zero)
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------ let f (x,y) = (x,y,0)
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@@ -238,3 +242,33 @@ pokeFourOff ptr n (x,y,z,w) = do
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pokeElemOff ptr (4*n+2) z
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pokeElemOff ptr (4*n+3) w
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mkShadFromWall :: (Point2,Point2,Point2,Point2) -> Point4 -> [(Point3,Point4)]
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{-# INLINE mkShadFromWall #-}
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mkShadFromWall (wla,wlb,_,_) (x,y,r,_)
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= makeHexahedron $ prismQuad (f wla
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,f wlb
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,f $ wla +.+ r *.* normalizeV (wla -.- ls)
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,f $ wlb +.+ r *.* normalizeV (wlb -.- ls)
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)
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where f (x,y) = (x,y,0)
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ls = (x,y)
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prismQuad :: (Point3,Point3,Point3,Point3) ->
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(Point3,Point3,Point3,Point3
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,Point3,Point3,Point3,Point3)
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{-# INLINE prismQuad #-}
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prismQuad (a,b,c,d) = (a,b,c,d,f a,f b,f d,f c)
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where f (x,y,z) = (x,y,z-0.5)
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-- note this doubles the first and last points, assumes these points will be
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-- input as part of a triangle strip
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makeHexahedron :: (Point3,Point3,Point3,Point3
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,Point3,Point3,Point3,Point3) -> [(Point3,Point4)]
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{-# INLINE makeHexahedron #-}
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makeHexahedron (a1,a2,a3,a4,a5,a6,a7,a8)
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= [cr a4 ,cr a4 ,cr a3 ,cr a7 ,cr a8
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,cr a5 ,cr a3 ,cb a1 ,cb a4 ,cr a2 ,cr a7 ,cr a6 ,cr a5 ,cr a2 ,cr a1 ,cr a1 ]
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where col = (1,0,1,0.1)
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cr a = (a,(1,0,0,0.1))
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cg a = (a,(0,1,0,0.1))
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cb a = (a,(0,0,1,0.1))
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