Working shadows on clouds

This commit is contained in:
2021-09-01 11:18:53 +01:00
parent 82551328a1
commit f3ea46d7d0
5 changed files with 44 additions and 33 deletions
+37 -30
View File
@@ -101,6 +101,7 @@ doDrawing pdata w = do
renderLayer 3 shadV layerCounts
depthMask $= Enabled
renderLayer 1 shadV layerCounts
--setup downscale viewport for blurring bloom
viewport $= (Position 0 0
, divideSize (2 * (w ^. config . shadow_resolution)) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
@@ -114,32 +115,52 @@ doDrawing pdata w = do
viewport $= (Position 0 0
, divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
--draw lightmap for base buffer
bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
createLightMap pdata lightPoints nWalls nSils nCaps
createLightMap pdata lightPoints nWalls nSils nCaps (snd $ snd $ _fboBase pdata)
colorMask $= Color4 Enabled Enabled Enabled Enabled
clearColor $= Color4 0 0 0 0
bindFramebuffer Framebuffer $= fst (_fboColor pdata)
--apply lightmap to base buffer
bindFramebuffer Framebuffer $= fst (_fboBase pdata)
textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
blend $= Enabled
blendFunc $= (Zero, OneMinusSrcColor)
drawShader (_fullscreenShader pdata) 4
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
--draw clouds
bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
depthFunc $= Just Lequal
depthMask $= Disabled
--blendFuncSeparate $= ((OneMinusDstAlpha,OneMinusSrcAlpha),(One,OneMinusSrcAlpha))
--blendFunc $= (One,OneMinusSrcAlpha)
--blendFunc $= (SrcAlpha,One)
--blendFunc $= (SrcAlphaSaturate,One)
--blendFunc $= (SrcAlphaSaturate,OneMinusSrcAlpha)
blendColor $= Color4 1 1 1 0.80
blendFuncSeparate $= ((SrcAlphaSaturate,One),(ConstantAlpha,ConstantAlpha))
--blendFunc $= (SrcAlphaSaturate,SrcAlphaSaturate)
clearColor $= Color4 0.5 0.5 0.5 0
clear [ColorBuffer]
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
--blendFunc $= (SrcAlphaSaturate,One)
blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha),(One,OneMinusSrcAlpha))
--blendFuncSeparate $= ((SrcAlphaSaturate,OneMinusSrcAlpha),(One,OneMinusSrcAlpha))
drawBuffers $= [FBOColorAttachment 0,NoBuffers]
clear [ColorBuffer]
renderLayer 2 shadV layerCounts
renderWindows pdata windowPoints
clearColor $= Color4 0 0 0 0
----render transparency depths
depthMask $= Enabled
blend $= Disabled
drawBuffers $= [NoBuffers,FBOColorAttachment 1]
renderLayer 2 shadV layerCounts
renderWindows pdata windowPoints
depthMask $= Disabled
blend $= Enabled
----draw lightmap for cloud buffer
bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
createLightMap pdata lightPoints nWalls nSils nCaps (snd $ snd $ _fboCloud pdata)
colorMask $= Color4 Enabled Enabled Enabled Enabled
clearColor $= Color4 0 0 0 0
--apply lightmap to cloud buffer
clearColor $= Color4 0 0 0 0
bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
depthMask $= Disabled
drawBuffers $= [FBOColorAttachment 0,NoBuffers]
depthFunc $= Just Always
textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
blend $= Enabled
@@ -147,34 +168,20 @@ doDrawing pdata w = do
blendFuncSeparate $= ((Zero, OneMinusSrcColor),(Zero, One))
drawShader (_fullscreenShader pdata) 4
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
-- renderLayer 4 shadV layerCounts
-- renderLayer 5 shadV layerCounts
--blend $= Disabled
depthMask $= Disabled
depthFunc $= Just Always
--Draw blurred bloom onto base buffer
bindFramebuffer Framebuffer $= fst (_fboBase pdata)
--drawShader (_fullscreenShader pdata) 4
--textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
blend $= Enabled
--blendFunc $= (Zero, OneMinusSrcAlpha)
blendFunc $= (Zero, OneMinusSrcColor)
drawShader (_fullscreenShader pdata) 4
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
--drawShader (_colorBlurShader pdata) 4
blendFunc $= (SrcAlpha, One)
textureBinding Texture2D $= Just (snd $ _fboFourth1 pdata)
drawShader (_fullscreenShader pdata) 4
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
-- textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
-- drawShader (_fullscreenShader pdata) 4
textureBinding Texture2D $= Just (snd $ _fboColor pdata)
textureBinding Texture2D $= Just (fst $ snd $ _fboCloud pdata)
drawShader (_fullscreenShader pdata) 4
--renderLayer 2 shadV layerCounts
depthFunc $= Just Lequal
viewport $= (Position 0 0, Size (round $ fstV2 wins) (round $ sndV2 wins))