Working shadows on clouds
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@@ -33,6 +33,7 @@ data RenderData = RenderData
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, _fboFourth1 :: (FramebufferObject, TextureObject)
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, _fboFourth2 :: (FramebufferObject, TextureObject)
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, _fboBase :: (FramebufferObject, (TextureObject, TextureObject))
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, _fboCloud :: (FramebufferObject, (TextureObject, TextureObject))
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, _fboBloom :: (FramebufferObject, TextureObject)
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, _fboColor :: (FramebufferObject, TextureObject)
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, _fboPos :: (FramebufferObject, TextureObject)
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+37
-30
@@ -101,6 +101,7 @@ doDrawing pdata w = do
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renderLayer 3 shadV layerCounts
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depthMask $= Enabled
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renderLayer 1 shadV layerCounts
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--setup downscale viewport for blurring bloom
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viewport $= (Position 0 0
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, divideSize (2 * (w ^. config . shadow_resolution)) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
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@@ -114,32 +115,52 @@ doDrawing pdata w = do
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viewport $= (Position 0 0
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, divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
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--draw lightmap for base buffer
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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createLightMap pdata lightPoints nWalls nSils nCaps
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createLightMap pdata lightPoints nWalls nSils nCaps (snd $ snd $ _fboBase pdata)
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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bindFramebuffer Framebuffer $= fst (_fboColor pdata)
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--apply lightmap to base buffer
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bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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blend $= Enabled
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blendFunc $= (Zero, OneMinusSrcColor)
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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--draw clouds
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bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
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depthFunc $= Just Lequal
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depthMask $= Disabled
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--blendFuncSeparate $= ((OneMinusDstAlpha,OneMinusSrcAlpha),(One,OneMinusSrcAlpha))
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--blendFunc $= (One,OneMinusSrcAlpha)
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--blendFunc $= (SrcAlpha,One)
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--blendFunc $= (SrcAlphaSaturate,One)
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--blendFunc $= (SrcAlphaSaturate,OneMinusSrcAlpha)
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blendColor $= Color4 1 1 1 0.80
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blendFuncSeparate $= ((SrcAlphaSaturate,One),(ConstantAlpha,ConstantAlpha))
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--blendFunc $= (SrcAlphaSaturate,SrcAlphaSaturate)
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clearColor $= Color4 0.5 0.5 0.5 0
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clear [ColorBuffer]
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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--blendFunc $= (SrcAlphaSaturate,One)
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blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha),(One,OneMinusSrcAlpha))
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--blendFuncSeparate $= ((SrcAlphaSaturate,OneMinusSrcAlpha),(One,OneMinusSrcAlpha))
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drawBuffers $= [FBOColorAttachment 0,NoBuffers]
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clear [ColorBuffer]
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renderLayer 2 shadV layerCounts
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renderWindows pdata windowPoints
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clearColor $= Color4 0 0 0 0
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----render transparency depths
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depthMask $= Enabled
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blend $= Disabled
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drawBuffers $= [NoBuffers,FBOColorAttachment 1]
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renderLayer 2 shadV layerCounts
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renderWindows pdata windowPoints
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depthMask $= Disabled
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blend $= Enabled
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----draw lightmap for cloud buffer
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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createLightMap pdata lightPoints nWalls nSils nCaps (snd $ snd $ _fboCloud pdata)
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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--apply lightmap to cloud buffer
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clearColor $= Color4 0 0 0 0
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bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
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depthMask $= Disabled
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drawBuffers $= [FBOColorAttachment 0,NoBuffers]
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depthFunc $= Just Always
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textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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blend $= Enabled
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@@ -147,34 +168,20 @@ doDrawing pdata w = do
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blendFuncSeparate $= ((Zero, OneMinusSrcColor),(Zero, One))
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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-- renderLayer 4 shadV layerCounts
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-- renderLayer 5 shadV layerCounts
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--blend $= Disabled
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depthMask $= Disabled
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depthFunc $= Just Always
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--Draw blurred bloom onto base buffer
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bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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--drawShader (_fullscreenShader pdata) 4
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--textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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blend $= Enabled
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--blendFunc $= (Zero, OneMinusSrcAlpha)
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blendFunc $= (Zero, OneMinusSrcColor)
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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--drawShader (_colorBlurShader pdata) 4
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blendFunc $= (SrcAlpha, One)
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textureBinding Texture2D $= Just (snd $ _fboFourth1 pdata)
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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-- textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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-- drawShader (_fullscreenShader pdata) 4
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textureBinding Texture2D $= Just (snd $ _fboColor pdata)
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textureBinding Texture2D $= Just (fst $ snd $ _fboCloud pdata)
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drawShader (_fullscreenShader pdata) 4
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--renderLayer 2 shadV layerCounts
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depthFunc $= Just Lequal
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viewport $= (Position 0 0, Size (round $ fstV2 wins) (round $ sndV2 wins))
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@@ -23,7 +23,7 @@ sizeFBOs
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-> IO RenderData
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sizeFBOs xsize ysize xfull yfull rdata = do
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resizeRBO (_rboBaseBloom rdata) xsize ysize
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rdata' <- updateFBOTO2 xsize ysize linMinMagFilter GL_RGBA8 GL_RGBA16F rdata fboBase
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rdata' <- foldM (updateFBOTO2 xsize ysize linMinMagFilter GL_RGBA8 GL_RGBA16F) rdata [fboBase,fboCloud]
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>>= flip (foldM (updateFBOTO xsize ysize minMagFilter GL_RGBA8))
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[fboColor,fboLighting,fboLightingHigh]
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rdata'' <- foldM (updateFBOTO xsize ysize linMinMagFilter GL_RGBA16F) rdata'
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@@ -107,6 +107,7 @@ preloadRender = do
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
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fboBaseName <- setupFramebuffer2GivenStencil rboBaseBloomName
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fboCloudName <- setupFramebuffer2GivenStencil rboBaseBloomName
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fboBloomName <- setupFramebufferGivenStencil rboBaseBloomName
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fboColorName <- setupFramebufferGivenStencil rboBaseBloomName
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fboPosName <- setupFramebufferGivenStencil rboBaseBloomName
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@@ -157,6 +158,7 @@ preloadRender = do
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, _fboLightingHigh = fboLightingHighName
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--, _rboLighting = rboLightingName
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, _fboBase = fboBaseName
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, _fboCloud = fboCloudName
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, _fboBloom = fboBloomName
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, _fboColor = fboColorName
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, _fboPos = fboPosName
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+3
-2
@@ -37,8 +37,9 @@ createLightMap
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-> Int -- ^ number of walls
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-> Int -- ^ number of silhoutte lines to draw
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-> Int -- ^ number of "caps" to attempt to draw
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-> TextureObject -- ^ the texture object giving positions
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-> IO ()
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createLightMap pdata lightPoints nWalls nSils nCaps = do
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createLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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depthMask $= Disabled
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@@ -79,7 +80,7 @@ createLightMap pdata lightPoints nWalls nSils nCaps = do
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--draw lightmap itself
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depthFunc $= Just Always
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cullFace $= Nothing
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bindTO $ snd $ snd $ _fboBase pdata
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bindTO toPos
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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stencilOp $= (OpKeep,OpKeep,OpKeep)
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stencilFunc $= (Equal, 0, 255)
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