Clouds are affected by (underlying) lightmap
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@@ -0,0 +1,57 @@
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#version 430 core
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// an attempt to test whether a geometry surface occludes the camera from a
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// light source
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec2 camPos;
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void main()
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{
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vec3 p0 = gl_in[0].gl_Position.xyz ;
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vec3 p1 = gl_in[1].gl_Position.xyz ;
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vec3 p2 = gl_in[2].gl_Position.xyz ;
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// first determine intersection point (if any)
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vec3 u = p1 - p0 ;
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vec3 v = p2 - p0 ;
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vec3 n = cross (u,v) ;
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vec3 dir = vec3 (camPos, 100) - lightPos ;
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vec3 w0 = p0 - lightPos ;
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float a = dot(n, w0) ;
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float b = dot(n,dir) ;
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if (abs(b) < 0.00001) {}
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else {
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float r = a / b ;
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if (r < 0.0) {}
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else {
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vec3 ip = lightPos + r * dir ;
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float uu, uv, vv, wu, wv, D;
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uu = dot(u,u);
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uv = dot(u,v);
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vv = dot(v,v);
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vec3 w = ip - p0;
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wu = dot (w,u);
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wv = dot (w,v);
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D = uv * uv - uu * vv;
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//get and test parametric coords
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float s, t;
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s = (uv * wv - vv * wu) / D;
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if (s < 0.0 || s > 1.0) {}
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else
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{
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t = (uv * wu - uu * wv) / D;
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if (t < 0.0 || (s + t) > 1.0) {}
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else
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{
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gl_Position = vec4(-1,-1,50,1); EmitVertex();
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gl_Position = vec4(-1, 1,50,1); EmitVertex();
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gl_Position = vec4( 1,-1,50,1); EmitVertex();
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gl_Position = vec4( 1, 1,50,1); EmitVertex();
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EndPrimitive();
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}
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}
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}
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}
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}
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@@ -0,0 +1,26 @@
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module Dodge.Creature.ShadowBox
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where
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import Dodge.Data
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import Polyhedra
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import Geometry
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import qualified Data.IntMap as IM
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crToBox :: Creature -> [[Point3]]
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crToBox cr = map (map f . polyToTris) $ boxXYZ 10 10 15
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where
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f = (+ V3 (x-5) (y-5) 1)
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V2 x y = _crPos cr
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youBox' :: World -> [[Point3]]
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youBox' w = crToBox' $ _creatures w IM.! 0
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youBox :: World -> [Point3]
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youBox = concat . youBox'
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crToBox' :: Creature -> [[Point3]]
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crToBox' cr = map (map f . polyToTris) $ boxXYZ 20 20 15
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where
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f = (+ V3 (x-10) (y-10) 1)
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V2 x y = _crPos cr
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youSil :: World -> [Point3]
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youSil = constructEdgesList . youBox'
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+25
-11
@@ -122,13 +122,6 @@ 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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-- bindFramebuffer Framebuffer $= fst (_fboColor pdata)
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-- clear [ColorBuffer]
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-- depthMask $= Disabled
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-- blendEquation $= FuncAdd
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-- renderLayer 3 shadV layerCounts
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-- renderLayer 4 shadV layerCounts
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-- renderLayer 5 shadV layerCounts
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--
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-- depthMask $= Enabled
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-- this is not ideal if the original is not divisible by 2
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@@ -138,6 +131,27 @@ doDrawing pdata w = do
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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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clearColor $= Color4 0 0 0 0
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clear [ColorBuffer]
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depthFunc $= Just Lequal
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depthMask $= Disabled
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blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha),(SrcAlpha,One))
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--blendFunc $= (SrcAlpha,One)
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renderLayer 2 shadV layerCounts
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clearColor $= Color4 0 0 0 0
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depthMask $= Enabled
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depthMask $= Disabled
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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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--blendFunc $= (Zero, OneMinusSrcAlpha)
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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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@@ -152,7 +166,6 @@ doDrawing pdata w = do
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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--textureBinding Texture2D $= Just (snd $ _fboColor pdata)
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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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@@ -161,10 +174,11 @@ doDrawing pdata w = do
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-- textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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-- drawShader (_fullscreenShader pdata) 4
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depthFunc $= Just Lequal
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--mapM_ (uncurry $ drawShaderLay 2) (vnums IM.! 2)
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renderLayer 2 shadV layerCounts
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textureBinding Texture2D $= Just (snd $ _fboColor pdata)
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drawShader (_fullscreenShader pdata) 4
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--renderLayer 2 shadV layerCounts
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renderWindows pdata windowPoints
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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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depthFunc $= Just Always
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