Add lighting on walls, imperfect

This commit is contained in:
jgk
2021-03-21 11:11:44 +01:00
parent a8aa19bb18
commit e7b4e54f9a
8 changed files with 140 additions and 68 deletions
+4 -4
View File
@@ -18,16 +18,16 @@ void main()
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
dField = vec2 ( 1, 1);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.2 , 1);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
EmitVertex();
dField = vec2 (-1, 1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.2 , 1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
EmitVertex();
dField = vec2 ( 1,-1);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.2 , 1);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
EmitVertex();
dField = vec2 (-1,-1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.2 , 1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
EmitVertex();
EndPrimitive();
+13
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@@ -0,0 +1,13 @@
#version 430 core
in vec2 cenPosT;
in float lum;
in vec3 dField;
out vec4 fColor;
void main()
{
float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
fColor = vec4(c,c,c,c);
}
+86
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@@ -0,0 +1,86 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
out vec3 dField;
out float lum;
uniform vec2 lightPos;
uniform mat4 perpMat;
uniform vec2 radLum;
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
vec4 shiftUp (vec4 v)
{ return vec4 (v.xy , v.z-0.1 , v.w) ; }
void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
{
lum = radLum.y;
float rad = radLum.x;
vec4 p3 = vec4 (p1.xy,-0.2,1);
vec4 p4 = vec4 (p2.xy,-0.2,1);
vec2 d1 = p1.xy - lightPos;
vec2 d2 = p2.xy - lightPos;
vec4 a1 = shiftUp( perpMat * p1 );
vec4 a2 = shiftUp( perpMat * p2 );
vec4 a3 = shiftUp( perpMat * p3 );
vec4 a4 = shiftUp( perpMat * p4 );
dField = vec3( d1.x/rad, d1.y/rad, 0);
gl_Position = a1;
EmitVertex();
dField = vec3( d1.x/rad, d1.y/rad, 1);
gl_Position = a3;
EmitVertex();
dField = vec3( d2.x/rad, d2.y/rad, 0);
gl_Position = a2;
EmitVertex();
dField = vec3( d2.x/rad, d2.y/rad, 1);
gl_Position = a4;
EmitVertex();
EndPrimitive();
} else {}
}
// // void main()
// // {
// // vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
// // vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
// // vec2 frontL = frontL4.xy;
// // vec2 frontR = frontR4.xy;
// //
// // emitLine (frontR);
// // emitLine (frontL);
// // EndPrimitive();
// // }
// gl_Position = perspective * worldMat * p4; EmitVertex();
// gl_Position = perspective * worldMat * p3; EmitVertex();
// gl_Position = perspective * worldMat * p7; EmitVertex();
// gl_Position = perspective * worldMat * p8; EmitVertex();
// gl_Position = perspective * worldMat * p5; EmitVertex();
// gl_Position = perspective * worldMat * p3; EmitVertex();
// gl_Position = perspective * worldMat * p1; EmitVertex();
// gl_Position = perspective * worldMat * p4; EmitVertex();
// gl_Position = perspective * worldMat * p2; EmitVertex();
// gl_Position = perspective * worldMat * p7; EmitVertex();
// gl_Position = perspective * worldMat * p6; EmitVertex();
// gl_Position = perspective * worldMat * p5; EmitVertex();
//void emitLine (vec2 pa)
//{
// gl_Position = vec4 (pa, 0, 1);
// EmitVertex();
// gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
// EmitVertex();
//}
+7
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@@ -0,0 +1,7 @@
#version 430 core
layout (location = 0) in vec4 poss;
void main()
{
gl_Position = poss;
}
+4 -4
View File
@@ -23,12 +23,12 @@ vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
{
vec4 p3 = vec4 (p1.xy,-0.2,1);
vec4 p4 = vec4 (p2.xy,-0.2,1);
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4 (p6.xy,-0.2,1);
vec4 p8 = vec4 (p5.xy,-0.2,1);
vec4 p7 = vec4 (p6.xy,-0.5,1);
vec4 p8 = vec4 (p5.xy,-0.5,1);
vec4 a1 = perpMat * p1;
vec4 a2 = perpMat * p2;
+2 -10
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@@ -505,13 +505,5 @@ wallsForGloom w = map (linePairs . _wlLine) $ filter (not . _wlIsSeeThrough)
lightsForGloom' :: World -> [(Point4)]
lightsForGloom' w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w)
where getLS ls = ( fst $ ssls ls, snd $ ssls ls, _lsRad ls , _lsIntensity ls)
getTLS ls = ( fst $ sstls ls,snd $ sstls ls, _tlsRad ls, _tlsIntensity ls)
ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w)
ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w)
ss = ss'' . ss'
ssls = _lsPos
sstls = _tlsPos
-- ssls = ss . _lsPos
-- sstls = ss . _tlsPos
zoom = _cameraZoom w
where getLS ls = ( fst $ _lsPos ls, snd $ _lsPos ls, _lsRad ls , _lsIntensity ls)
getTLS ls = ( fst $ _tlsPos ls,snd $ _tlsPos ls, _tlsRad ls, _tlsIntensity ls)
+4 -3
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@@ -23,7 +23,7 @@ import qualified Control.Foldl as F
data RenderData = RenderData
{ _lightSourceShader :: FullShader (Float,Float,Float,Float)
, _wallShadowShader :: FullShader (Point2,Point2)
, _wallLightShader :: FullShader (Point3)
, _wallLightShader :: FullShader (Point2,Point2)
, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
, _fullscreenShader :: FullShader ()
, _wallShader :: FullShader (Point3,Point4)
@@ -48,8 +48,9 @@ preloadRender = do
wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4)] Points pokeWPStrat
["lightPos","perpMat","facesToDraw"]
wlLightShad <- makeShaderCustomUnis "wallLight" [vert,frag] [(0,3)] TriangleStrip pokeLightWallStrat
["lightPosRadLum"]
wlLightShad
<- makeShaderCustomUnis "lightmapWall" [vert,geom,frag] [(0,4)] Points pokeWPStrat
["lightPos","perpMat","radLum"]
wlShad <- makeShader "wall" [vert,frag] [(0,3),(1,4)] TriangleStrip pokeWlStrat
+20 -47
View File
@@ -61,7 +61,18 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
clearDepth $= 1
clear [ColorBuffer,DepthBuffer]
nWalls <- F.foldM (pokeShader (_wallShadowShader pdata)) wallPoints
-- calculate perspective matrix
pmat <- (newMatrix RowMajor
$ perspectiveMatrix rot zoom (tranx,trany) (winx,winy) (viewFromx,viewFromy)
) :: IO (GLmatrix GLfloat)
nWallLights <- F.foldM (pokeShader $ _wallLightShader pdata) wallPoints
bindShaderBuffers [_wallLightShader pdata] [nWallLights]
currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
uniform ( (fromJust $ _shaderCustomUnis $ _wallLightShader pdata) !! 1)
$= pmat
nWalls <- F.foldM (pokeShader $ _wallShadowShader pdata) wallPoints
bindShaderBuffers [_wallShadowShader pdata] [nWalls]
let (tx,ty) = (tranx,trany) -.- (viewFromx,viewFromy)
@@ -69,9 +80,6 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
$= Vector2 viewFromx viewFromy
pmat <- (newMatrix RowMajor
$ perspectiveMatrix rot zoom (tranx,trany) (winx,winy) (viewFromx,viewFromy)
) :: IO (GLmatrix GLfloat)
uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 1)
$= pmat
uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 2)
@@ -80,6 +88,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
cullFace $= Nothing
drawShader (_wallShadowShader pdata) nWalls
depthMask $= Disabled
blendFunc $= (Zero, OneMinusSrcAlpha)
-- blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
@@ -114,14 +123,14 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
bindShaderBuffers [_lightSourceShader pdata] [1]
stencilFunc $= (Equal, 0, 255)
drawShader (_lightSourceShader pdata) 1
-- currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
-- uniform (head $ fromJust $ _shaderCustomUnis $ _wallLightShader pdata)
-- $= Vector4 x y r lum
-- cullFace $= Just Front
-- depthFunc $= Just Lequal
-- drawShader (_wallLightShader pdata) nLightWalls
currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
uniform (head $ fromJust $ _shaderCustomUnis $ _wallLightShader pdata)
$= Vector2 x y
uniform ( (fromJust $ _shaderCustomUnis $ _wallLightShader pdata) !! 2)
$= Vector2 r lum
drawShader (_wallLightShader pdata) nWallLights
depthMask $= Enabled
cullFace $= Nothing
stencilTest $= Disabled
@@ -176,42 +185,6 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
ticks4 <- renderFoldable pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 2) pic
bticks <- SDL.ticks
-- render walls
-- depthFunc $= Nothing
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
-- -- poke data
-- cullFace $= Just Back
-- let lights = map (\(x,y,r,g) -> ((x,y),(r,g,0,0))) lightPoints
-- wallPairs = map (\(a,b,_,_) -> [(a,(1,1,1,1)),(b,(1,1,1,1))]) wallPoints
-- f (x,y) = [(x,y,0),(x,y,0),(x,y,-1)]
-- g (x,y) = [(x,y,0),(x,y,-1),(x,y,-1)]
-- wp = concatMap (\(a,b,_,_) -> f a ++ g b) wallPoints
-- h p = (p,(1,0,0,1))
-- wp2 = ((200,200),(-200,200),(0,0),(0,0))
-- wp3 = ((-200,200),(-200,-200),(0,0),(0,0))
-- i <- F.foldM (pokeShader (_wallShader pdata)) $ concat $ mkShadFromWall <$> [wp2,wp3] <*> [(300,50,200,0)]
--
-- -- bind buffers
-- bindShaderBuffers [_wallShader pdata] [i]
--
-- -- draw call
-- drawShaders [_wallShader pdata] [i]
-- depthFunc $= Just Lequal
------ blendFunc $= (One,Zero)
------ let f (x,y) = (x,y,0)
------ h (x,y) = (x,y,-1)
------ g (a,b) = [f a,f a,h a,f b,h b,h b]
------ wp = concatMap g [((200,200),(-200,200))]
------ nLightWalls <- F.foldM (pokeShader (_wallLightShader pdata)) wp
------ bindShaderBuffers [_wallLightShader pdata] [nLightWalls]
------ currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
------ uniform (head $ fromJust $ _shaderCustomUnis $ _wallLightShader pdata)
------ $= Vector4 (0::Float) 0 200 0.5
------ cullFace $= Just Front
------ depthFunc $= Just Lequal
------ drawShader (_wallLightShader pdata) nLightWalls
resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)
endWallTicks <- SDL.ticks