First pass implementing exponentially fading lighting
This commit is contained in:
@@ -55,6 +55,7 @@ main = do
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(_cameraPos w)
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(_windowX w,_windowY w)
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(wallsForGloom' w)
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(lightsForGloom' w)
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(draw blank w)
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--renderPicture' preData (_windowX w,_windowY w) (Circle 5)
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-- renderPicture' preData
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@@ -1,12 +1,15 @@
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#version 430 core
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in vec4 gColor;
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in vec2 cenPosTrans;
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in float gRad;
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in vec2 cenPosT;
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in vec2 gParams;
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out vec4 fColor;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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float dist = max(0 , 1 - 2 * distance(pos,cenPosTrans) / (gRad));
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fColor = vec4( gColor.xyz , pow(gColor.z*dist,2) );
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float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
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//float c = pow(gParams.y*dist,2);
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float c = pow(1-dist,2);
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fColor = vec4( c,c,c ,c );
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// fColor = vec4( 1,0,0 , 1);
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// fColor = vec4( 1,0,0 , pow(dist,2) );
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}
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+23
-14
@@ -1,30 +1,39 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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in float vRad [];
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in vec2 vParams [];
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out vec2 gParams;
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out vec2 cenPosT;
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uniform vec2 winSize;
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out vec4 gColor;
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out float gRad;
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out vec2 cenPosTrans;
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uniform float zoom;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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vec2 cenPosa = cenPos.xy + vec2 (1,1);
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cenPosTrans = vec2 (cenPosa * winSize * 0.5);
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gColor = vColor[0];
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gRad = vRad[0];
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//cenPos = vec3 (0.5,0,0);
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gParams = vec2( vParams[0].x * zoom * 2, vParams[0].y);
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float gRad = gParams.x;
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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// gl_Position = vec4 (0.5,0.5,0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (0,0.5,0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (0.5,0,0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (0,0,0 , 1);
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// EmitVertex();
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EndPrimitive();
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}
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@@ -1,12 +1,8 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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out vec4 vColor;
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out float vRad;
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layout (location = 0) in vec4 position;
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out vec2 vParams;
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void main()
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{
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gl_Position = vec4(position,1);
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vColor = color;
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vRad = rad;
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gl_Position = vec4(position.xy,0,1);
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vParams = position.zw;
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}
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@@ -3,5 +3,5 @@ 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 = vec4 (0.9,0.5,0,0);
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}
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+17
-5
@@ -1,6 +1,6 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (triangle_strip, max_vertices = 10) out;
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in vec4 vBackPoss[];
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uniform vec2 lightPos;
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@@ -12,13 +12,25 @@ void main()
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vec2 posc = vBackPoss[0].xy;
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vec2 posd = vBackPoss[0].zw;
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gl_Position = vec4 (posa, -1 , 1);
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gl_Position = vec4 (posa, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posb, -1 , 1);
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gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posc, -1 , 1);
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gl_Position = vec4 (posb, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd, -1 , 1);
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gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd + (200 * (posd - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posc, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posc + (200 * (posc - lightPos)), 0 , 1);
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EmitVertex();
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EndPrimitive();
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@@ -17,7 +17,7 @@ lightAt p i =
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,_lsPos = p
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,_lsDir = 0
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,_lsRad = 300
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,_lsIntensity = 0.25
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,_lsIntensity = 0.5
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}
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basicLS = PutLS ls dec
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+12
-1
@@ -513,7 +513,7 @@ wallsForGloom' w = map (wallPairToFour . _wlLine) $ filter (not . _wlIsSeeThroug
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$ IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
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where wallPairToFour (x:y:_) = (ss x,ss y,ss $ x +.+ n,ss $ y+.+ n)
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where n = 20 *.* (normalizeV $ vNormal $ y -.- x)
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where n = 15 *.* (normalizeV $ vNormal $ y -.- x)
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ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w)
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ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w)
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ss = ss'' . ss'
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@@ -521,6 +521,17 @@ wallsForGloom' w = map (wallPairToFour . _wlLine) $ filter (not . _wlIsSeeThroug
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-- shader
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zoom = _cameraZoom w
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lightsForGloom' :: World -> [(Point4)]
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lightsForGloom' w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w)
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where getLS ls = ( fst $ ssls ls, snd $ ssls ls, _lsRad ls , _lsIntensity ls)
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getTLS ls = ( fst $ sstls ls,snd $ sstls ls, _tlsRad ls, _tlsIntensity ls)
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ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w)
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ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w)
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ss = ss'' . ss'
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ssls = ss . _lsPos
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sstls = ss . _tlsPos
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zoom = _cameraZoom w
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lightsForGloom :: World -> [(Point2,Float,Float)]
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lightsForGloom w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w)
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where getLS ls = (screenShift $ _lsPos ls, _lsRad ls * zoom, _lsIntensity ls)
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@@ -33,6 +33,7 @@ data PreloadData = PreloadData
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, _arcVAO :: VAO
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, _backVAO :: VAO
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, _wallVAO :: VAO
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, _fadeCircVAO :: VAO
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, _posVBO :: BufferObject
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, _colVBO :: BufferObject
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, _texVBO :: BufferObject
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@@ -40,6 +41,9 @@ data PreloadData = PreloadData
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, _csZoomUni :: UniformLocation
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, _asWinUni :: UniformLocation
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, _asZoomUni :: UniformLocation
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, _fcsWinUni :: UniformLocation
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, _fcsZoomUni :: UniformLocation
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, _wssLightPos :: UniformLocation
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, _dummyVBO :: BufferObject
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, _dummyPtr :: Ptr Float
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}
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@@ -112,6 +116,8 @@ doPreload' = do
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asWinSizeUniLoc <- GL.uniformLocation as "winSize"
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asZoomUniLoc <- GL.uniformLocation as "zoom"
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wssLightPosUniLoc <- GL.uniformLocation wss "lightPos"
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fcsWinSizeUniLoc <- GL.uniformLocation fcs "winSize"
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fcsZoomUniLoc <- GL.uniformLocation fcs "zoom"
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-- get uniform locations
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--setup vbos
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@@ -164,6 +170,7 @@ doPreload' = do
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arcvao <- setupVAO [(posVBO,0,3),(colVBO,1,4),(texVBO,2,4)]
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backgroundvao <- setupVAO [(posVBO,0,4),(colVBO,1,2)]
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wallvao <- setupVAO [(posVBO,0,4),(colVBO,1,4)]
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fadecircvao <- setupVAO [(posVBO,0,4)]
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return $ PreloadData
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{ -- _charMap = convertRGBA8 cmap
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@@ -182,6 +189,7 @@ doPreload' = do
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, _lineVAO = linevao
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, _backVAO = backgroundvao
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, _wallVAO = wallvao
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, _fadeCircVAO = fadecircvao
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, _posVBO = posVBO
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, _colVBO = colVBO
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, _texVBO = texVBO
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@@ -191,6 +199,9 @@ doPreload' = do
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, _csZoomUni = zoomUni
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, _asWinUni = asWinSizeUniLoc
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, _asZoomUni = asZoomUniLoc
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, _wssLightPos = wssLightPosUniLoc
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, _fcsWinUni = fcsWinSizeUniLoc
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, _fcsZoomUni = fcsZoomUniLoc
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}
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vaoPointers :: VAO -> [Ptr Float]
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+39
-14
@@ -248,8 +248,44 @@ threePtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
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(a:b:c:_) -> (a,b,c)
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renderPicture' :: PreloadData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
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[(Point2,Point2,Point2,Point2)] -> Picture -> IO ()
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renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints pic = do
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[(Point2,Point2,Point2,Point2)] -> [Point4] -> Picture -> IO ()
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renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
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depthFunc $= Just Lequal
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bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
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let wallPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _wallVAO pdata
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wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1
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foldWalls n ((x,y),(z,w),(a,b),(c,d)) = do
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pokeFourOff wallPtr n (x,y,z,w)
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pokeFourOff wallPtr2 n (a,b,c,d)
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return $ n+1
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nWalls <- foldM foldWalls 0 wallPoints
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forM_ lightPoints $ \(x,y,r,lum) -> do
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cullFace $= Just Front
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clear [DepthBuffer]
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currentProgram $= Just (_wallShadowShader pdata)
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bindArrayBuffers (length wallPoints) $ _vaoBufferTargets $ _wallVAO pdata
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bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
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uniform (_wssLightPos pdata) $= Vector2 (x) (y)
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blendFunc $= (Zero,One)
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drawArrays Points (fromIntegral 0) (fromIntegral $ length wallPoints)
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cullFace $= Nothing
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currentProgram $= Just (_fadeCircleShader pdata)
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bindVertexArrayObject $= Just (_vao $ _fadeCircVAO pdata)
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let fadeCircPtr = (\(_,ptr,_) -> ptr) $ head $ _vaoBufferTargets $ _fadeCircVAO pdata
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pokeFourOff fadeCircPtr 0 (x,y,r,lum)
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bindArrayBuffers (1) $ _vaoBufferTargets $ _fadeCircVAO pdata
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uniform (_fcsWinUni pdata) $= Vector2 winx winy
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uniform (_fcsZoomUni pdata) $= zoom
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-- to refactor: put these uniforms in a ubo
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blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
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drawArrays Points (fromIntegral 0) (fromIntegral 1)
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-- set drawing for on top
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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clear [DepthBuffer]
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let firstIndex = 0
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(nTriVs,nTextVs,numCircVs,nLineVs,nArcVs)
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@@ -263,18 +299,6 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints pic = do
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depthFunc $= Just Less
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currentProgram $= Just (_wallShadowShader pdata)
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bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
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let wallPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _wallVAO pdata
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wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1
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foldWalls n ((x,y),(z,w),(a,b),(c,d)) = do
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pokeFourOff wallPtr n (x,y,z,w)
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pokeFourOff wallPtr2 n (a,b,c,d)
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return $ n+1
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nWalls <- foldM foldWalls 0 wallPoints
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bindArrayBuffers (length wallPoints) $ _vaoBufferTargets $ _wallVAO pdata
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drawArrays Points (fromIntegral 0) (fromIntegral $ length wallPoints)
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currentProgram $= Just (_backShader pdata)
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bindVertexArrayObject $= Just (_vao $ _backVAO pdata)
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let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata
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@@ -316,6 +340,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints pic = do
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bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
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textureBinding Texture2D $= Just (_textures pdata !! 0)
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drawArrays Points (fromIntegral firstIndex) (fromIntegral $ nTextVs)
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . fromIntegral
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