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 -3
View File
@@ -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