Remove wall sight occlusion for lighting changes

This commit is contained in:
jgk
2021-03-17 20:05:53 +01:00
parent b68e39ba2f
commit ea7b6f857e
4 changed files with 24 additions and 4 deletions
+2 -2
View File
@@ -11,8 +11,8 @@ void main()
float d = sqrt(boxOut.x) + sqrt(boxOut.y) - 1;
// float e = sqrt(f(x,wStart)) + sqrt(f(y,wEnd)) - 1.0;
float e = sqrt(boxIn.x) + sqrt(boxIn.y) - 1.0;
// if ( d < 0 || e > 0) { discard; }
if ( d < 0 || e > 0) { discard; }
fColor = vColor;
// if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
// if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
}
+1 -1
View File
@@ -70,7 +70,7 @@ worldPictures w
, ptPicts'
, afterPtPicts'
, wlPicts
, wallShadows
-- , wallShadows
, smokeShadows
-- , itLabels
, ppLabels
+8 -1
View File
@@ -16,7 +16,7 @@ import Control.Lens
import Foreign
import Shader
import Geometry (Point2)
import Geometry (Point2,Point4)
import qualified Control.Foldl as F
@@ -25,6 +25,7 @@ data RenderData = RenderData
, _wallShadowShader :: FullShader (Point2,Point2,Point2,Point2)
, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
, _fullscreenShader :: FullShader ()
, _wallShader :: FullShader (Point2,Point4)
, _listShaders :: [FullShader RenderType]
, _dummyVBO :: BufferObject
, _dummyPtr :: Ptr Float
@@ -46,6 +47,8 @@ preloadRender = do
wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPStrat
["lightPos"]
wlShad <- makeShader "wall" [vert,geom,frag] [(0,2),(1,4)] Triangles pokeWlStrat
bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
lslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
aslist <- makeShader "arc" [vert,geom,frag] [(0,3),(1,4),(2,4)] Points pokeArcStrat
@@ -88,6 +91,7 @@ preloadRender = do
, _dummyPtr = dummyptr
, _lightSourceShader = lsShad
, _wallShadowShader = wsShad
, _wallShader = wlShad
, _backgroundShader = bgShad
, _fullscreenShader = fsShad
, _spareFBO = fbo
@@ -141,6 +145,9 @@ pokeTriStrat :: RenderType -> [[[Float]]]
pokeTriStrat (RenderPoly vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
pokeTriStrat _ = []
pokeWlStrat :: (Point2,Point4) -> [[[Float]]]
pokeWlStrat ((x,y),(r,g,b,a)) = [[[x,y],[r,g,b,a]]]
pokeCharStrat (RenderText vs) = fmap (\(a,b,c) -> flat3 (flat3 a, flat4 b, flat3 c)) vs
pokeCharStrat _ = []
+13
View File
@@ -131,6 +131,19 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
ticks4 <- renderFoldable pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 2) pic
bticks <- SDL.ticks
---- render walls
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
-- -- poke data
-- 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
-- i <- F.foldM (pokeShader (_wallShader pdata)) $ concat $ (:) <$> lights <*> wallPairs
--
-- -- bind buffers
-- bindShaderBuffers [_wallShader pdata] [i]
--
-- -- draw call
-- drawShaders [_wallShader pdata] [i]
resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)
endWallTicks <- SDL.ticks