First pass implementing exponentially fading lighting

This commit is contained in:
jgk
2021-02-22 13:45:59 +01:00
parent c75cda639b
commit e855d303e8
10 changed files with 117 additions and 49 deletions
+1
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@@ -55,6 +55,7 @@ main = do
(_cameraPos w) (_cameraPos w)
(_windowX w,_windowY w) (_windowX w,_windowY w)
(wallsForGloom' w) (wallsForGloom' w)
(lightsForGloom' w)
(draw blank w) (draw blank w)
--renderPicture' preData (_windowX w,_windowY w) (Circle 5) --renderPicture' preData (_windowX w,_windowY w) (Circle 5)
-- renderPicture' preData -- renderPicture' preData
+8 -5
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@@ -1,12 +1,15 @@
#version 430 core #version 430 core
in vec4 gColor; in vec2 cenPosT;
in vec2 cenPosTrans; in vec2 gParams;
in float gRad;
out vec4 fColor; out vec4 fColor;
void main() void main()
{ {
vec2 pos = gl_FragCoord.xy; vec2 pos = gl_FragCoord.xy;
float dist = max(0 , 1 - 2 * distance(pos,cenPosTrans) / (gRad)); float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
fColor = vec4( gColor.xyz , pow(gColor.z*dist,2) ); //float c = pow(gParams.y*dist,2);
float c = pow(1-dist,2);
fColor = vec4( c,c,c ,c );
// fColor = vec4( 1,0,0 , 1);
// fColor = vec4( 1,0,0 , pow(dist,2) );
} }
+23 -14
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@@ -1,30 +1,39 @@
#version 430 core #version 430 core
layout (points) in; layout (points) in;
layout (triangle_strip, max_vertices = 4) out; layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor []; in vec2 vParams [];
in float vRad []; out vec2 gParams;
out vec2 cenPosT;
uniform vec2 winSize; uniform vec2 winSize;
out vec4 gColor; uniform float zoom;
out float gRad;
out vec2 cenPosTrans;
void main() void main()
{ {
vec3 cenPos = gl_in[0].gl_Position.xyz; vec3 cenPos = gl_in[0].gl_Position.xyz;
vec2 cenPosa = cenPos.xy + vec2 (1,1); //cenPos = vec3 (0.5,0,0);
cenPosTrans = vec2 (cenPosa * winSize * 0.5); gParams = vec2( vParams[0].x * zoom * 2, vParams[0].y);
gColor = vColor[0]; float gRad = gParams.x;
gRad = vRad[0];
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1); cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
EmitVertex(); EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1); gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
EmitVertex(); EmitVertex();
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1); gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
EmitVertex(); EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1); gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
EmitVertex(); EmitVertex();
// gl_Position = vec4 (0.5,0.5,0 , 1);
// EmitVertex();
// gl_Position = vec4 (0,0.5,0 , 1);
// EmitVertex();
// gl_Position = vec4 (0.5,0,0 , 1);
// EmitVertex();
// gl_Position = vec4 (0,0,0 , 1);
// EmitVertex();
EndPrimitive(); EndPrimitive();
} }
+4 -8
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@@ -1,12 +1,8 @@
#version 430 core #version 430 core
layout (location = 0) in vec3 position; layout (location = 0) in vec4 position;
layout (location = 1) in vec4 color; out vec2 vParams;
layout (location = 2) in float rad;
out vec4 vColor;
out float vRad;
void main() void main()
{ {
gl_Position = vec4(position,1); gl_Position = vec4(position.xy,0,1);
vColor = color; vParams = position.zw;
vRad = rad;
} }
+1 -1
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@@ -3,5 +3,5 @@ out vec4 fColor;
void main() void main()
{ {
fColor = vec4 (0.9,0.5,0,1); fColor = vec4 (0.9,0.5,0,0);
} }
+17 -5
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@@ -1,6 +1,6 @@
#version 430 core #version 430 core
layout (points) in; layout (points) in;
layout (triangle_strip, max_vertices = 4) out; layout (triangle_strip, max_vertices = 10) out;
in vec4 vBackPoss[]; in vec4 vBackPoss[];
uniform vec2 lightPos; uniform vec2 lightPos;
@@ -12,13 +12,25 @@ void main()
vec2 posc = vBackPoss[0].xy; vec2 posc = vBackPoss[0].xy;
vec2 posd = vBackPoss[0].zw; vec2 posd = vBackPoss[0].zw;
gl_Position = vec4 (posa, -1 , 1); gl_Position = vec4 (posa, 0 , 1);
EmitVertex(); EmitVertex();
gl_Position = vec4 (posb, -1 , 1); gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
EmitVertex(); EmitVertex();
gl_Position = vec4 (posc, -1 , 1); gl_Position = vec4 (posb, 0 , 1);
EmitVertex(); EmitVertex();
gl_Position = vec4 (posd, -1 , 1); gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
EmitVertex();
gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
EmitVertex();
gl_Position = vec4 (posd, 0 , 1);
EmitVertex();
gl_Position = vec4 (posd, 0 , 1);
EmitVertex();
gl_Position = vec4 (posd + (200 * (posd - lightPos)), 0 , 1);
EmitVertex();
gl_Position = vec4 (posc, 0 , 1);
EmitVertex();
gl_Position = vec4 (posc + (200 * (posc - lightPos)), 0 , 1);
EmitVertex(); EmitVertex();
EndPrimitive(); EndPrimitive();
+1 -1
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@@ -17,7 +17,7 @@ lightAt p i =
,_lsPos = p ,_lsPos = p
,_lsDir = 0 ,_lsDir = 0
,_lsRad = 300 ,_lsRad = 300
,_lsIntensity = 0.25 ,_lsIntensity = 0.5
} }
basicLS = PutLS ls dec basicLS = PutLS ls dec
+12 -1
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@@ -513,7 +513,7 @@ wallsForGloom' w = map (wallPairToFour . _wlLine) $ filter (not . _wlIsSeeThroug
$ IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w $ IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
where wallPairToFour (x:y:_) = (ss x,ss y,ss $ x +.+ n,ss $ y+.+ n) where wallPairToFour (x:y:_) = (ss x,ss y,ss $ x +.+ n,ss $ y+.+ n)
where n = 20 *.* (normalizeV $ vNormal $ y -.- x) where n = 15 *.* (normalizeV $ vNormal $ y -.- x)
ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w) ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w)
ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w) ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w)
ss = ss'' . ss' ss = ss'' . ss'
@@ -521,6 +521,17 @@ wallsForGloom' w = map (wallPairToFour . _wlLine) $ filter (not . _wlIsSeeThroug
-- shader -- shader
zoom = _cameraZoom w zoom = _cameraZoom w
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 = ss . _lsPos
sstls = ss . _tlsPos
zoom = _cameraZoom w
lightsForGloom :: World -> [(Point2,Float,Float)] lightsForGloom :: World -> [(Point2,Float,Float)]
lightsForGloom w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w) lightsForGloom w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w)
where getLS ls = (screenShift $ _lsPos ls, _lsRad ls * zoom, _lsIntensity ls) where getLS ls = (screenShift $ _lsPos ls, _lsRad ls * zoom, _lsIntensity ls)
+11
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@@ -33,6 +33,7 @@ data PreloadData = PreloadData
, _arcVAO :: VAO , _arcVAO :: VAO
, _backVAO :: VAO , _backVAO :: VAO
, _wallVAO :: VAO , _wallVAO :: VAO
, _fadeCircVAO :: VAO
, _posVBO :: BufferObject , _posVBO :: BufferObject
, _colVBO :: BufferObject , _colVBO :: BufferObject
, _texVBO :: BufferObject , _texVBO :: BufferObject
@@ -40,6 +41,9 @@ data PreloadData = PreloadData
, _csZoomUni :: UniformLocation , _csZoomUni :: UniformLocation
, _asWinUni :: UniformLocation , _asWinUni :: UniformLocation
, _asZoomUni :: UniformLocation , _asZoomUni :: UniformLocation
, _fcsWinUni :: UniformLocation
, _fcsZoomUni :: UniformLocation
, _wssLightPos :: UniformLocation
, _dummyVBO :: BufferObject , _dummyVBO :: BufferObject
, _dummyPtr :: Ptr Float , _dummyPtr :: Ptr Float
} }
@@ -112,6 +116,8 @@ doPreload' = do
asWinSizeUniLoc <- GL.uniformLocation as "winSize" asWinSizeUniLoc <- GL.uniformLocation as "winSize"
asZoomUniLoc <- GL.uniformLocation as "zoom" asZoomUniLoc <- GL.uniformLocation as "zoom"
wssLightPosUniLoc <- GL.uniformLocation wss "lightPos" wssLightPosUniLoc <- GL.uniformLocation wss "lightPos"
fcsWinSizeUniLoc <- GL.uniformLocation fcs "winSize"
fcsZoomUniLoc <- GL.uniformLocation fcs "zoom"
-- get uniform locations -- get uniform locations
--setup vbos --setup vbos
@@ -164,6 +170,7 @@ doPreload' = do
arcvao <- setupVAO [(posVBO,0,3),(colVBO,1,4),(texVBO,2,4)] arcvao <- setupVAO [(posVBO,0,3),(colVBO,1,4),(texVBO,2,4)]
backgroundvao <- setupVAO [(posVBO,0,4),(colVBO,1,2)] backgroundvao <- setupVAO [(posVBO,0,4),(colVBO,1,2)]
wallvao <- setupVAO [(posVBO,0,4),(colVBO,1,4)] wallvao <- setupVAO [(posVBO,0,4),(colVBO,1,4)]
fadecircvao <- setupVAO [(posVBO,0,4)]
return $ PreloadData return $ PreloadData
{ -- _charMap = convertRGBA8 cmap { -- _charMap = convertRGBA8 cmap
@@ -182,6 +189,7 @@ doPreload' = do
, _lineVAO = linevao , _lineVAO = linevao
, _backVAO = backgroundvao , _backVAO = backgroundvao
, _wallVAO = wallvao , _wallVAO = wallvao
, _fadeCircVAO = fadecircvao
, _posVBO = posVBO , _posVBO = posVBO
, _colVBO = colVBO , _colVBO = colVBO
, _texVBO = texVBO , _texVBO = texVBO
@@ -191,6 +199,9 @@ doPreload' = do
, _csZoomUni = zoomUni , _csZoomUni = zoomUni
, _asWinUni = asWinSizeUniLoc , _asWinUni = asWinSizeUniLoc
, _asZoomUni = asZoomUniLoc , _asZoomUni = asZoomUniLoc
, _wssLightPos = wssLightPosUniLoc
, _fcsWinUni = fcsWinSizeUniLoc
, _fcsZoomUni = fcsZoomUniLoc
} }
vaoPointers :: VAO -> [Ptr Float] vaoPointers :: VAO -> [Ptr Float]
+39 -14
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@@ -248,8 +248,44 @@ threePtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
(a:b:c:_) -> (a,b,c) (a:b:c:_) -> (a,b,c)
renderPicture' :: PreloadData -> Float -> Float -> (Float,Float) -> (Float,Float) -> renderPicture' :: PreloadData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
[(Point2,Point2,Point2,Point2)] -> Picture -> IO () [(Point2,Point2,Point2,Point2)] -> [Point4] -> Picture -> IO ()
renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints pic = do renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
depthFunc $= Just Lequal
bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
let wallPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _wallVAO pdata
wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1
foldWalls n ((x,y),(z,w),(a,b),(c,d)) = do
pokeFourOff wallPtr n (x,y,z,w)
pokeFourOff wallPtr2 n (a,b,c,d)
return $ n+1
nWalls <- foldM foldWalls 0 wallPoints
forM_ lightPoints $ \(x,y,r,lum) -> do
cullFace $= Just Front
clear [DepthBuffer]
currentProgram $= Just (_wallShadowShader pdata)
bindArrayBuffers (length wallPoints) $ _vaoBufferTargets $ _wallVAO pdata
bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
uniform (_wssLightPos pdata) $= Vector2 (x) (y)
blendFunc $= (Zero,One)
drawArrays Points (fromIntegral 0) (fromIntegral $ length wallPoints)
cullFace $= Nothing
currentProgram $= Just (_fadeCircleShader pdata)
bindVertexArrayObject $= Just (_vao $ _fadeCircVAO pdata)
let fadeCircPtr = (\(_,ptr,_) -> ptr) $ head $ _vaoBufferTargets $ _fadeCircVAO pdata
pokeFourOff fadeCircPtr 0 (x,y,r,lum)
bindArrayBuffers (1) $ _vaoBufferTargets $ _fadeCircVAO pdata
uniform (_fcsWinUni pdata) $= Vector2 winx winy
uniform (_fcsZoomUni pdata) $= zoom
-- to refactor: put these uniforms in a ubo
blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
drawArrays Points (fromIntegral 0) (fromIntegral 1)
-- set drawing for on top
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
clear [DepthBuffer]
let firstIndex = 0 let firstIndex = 0
(nTriVs,nTextVs,numCircVs,nLineVs,nArcVs) (nTriVs,nTextVs,numCircVs,nLineVs,nArcVs)
@@ -263,18 +299,6 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints pic = do
depthFunc $= Just Less depthFunc $= Just Less
currentProgram $= Just (_wallShadowShader pdata)
bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
let wallPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _wallVAO pdata
wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1
foldWalls n ((x,y),(z,w),(a,b),(c,d)) = do
pokeFourOff wallPtr n (x,y,z,w)
pokeFourOff wallPtr2 n (a,b,c,d)
return $ n+1
nWalls <- foldM foldWalls 0 wallPoints
bindArrayBuffers (length wallPoints) $ _vaoBufferTargets $ _wallVAO pdata
drawArrays Points (fromIntegral 0) (fromIntegral $ length wallPoints)
currentProgram $= Just (_backShader pdata) currentProgram $= Just (_backShader pdata)
bindVertexArrayObject $= Just (_vao $ _backVAO pdata) bindVertexArrayObject $= Just (_vao $ _backVAO pdata)
let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata
@@ -316,6 +340,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints pic = do
bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
textureBinding Texture2D $= Just (_textures pdata !! 0) textureBinding Texture2D $= Just (_textures pdata !! 0)
drawArrays Points (fromIntegral firstIndex) (fromIntegral $ nTextVs) drawArrays Points (fromIntegral firstIndex) (fromIntegral $ nTextVs)
bufferOffset :: Integral a => a -> Ptr b bufferOffset :: Integral a => a -> Ptr b
bufferOffset = plusPtr nullPtr . fromIntegral bufferOffset = plusPtr nullPtr . fromIntegral