Add barrel distortion shader

This commit is contained in:
jgk
2021-07-09 14:36:49 +02:00
parent 5301b6d0bd
commit fd388e1fdf
12 changed files with 192 additions and 8 deletions
+1
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@@ -20,6 +20,7 @@ data RenderData = RenderData
--, _boxBlurShader :: FullShader
, _bloomBlurShader :: FullShader
, _colorBlurShader :: FullShader
, _barrelShader :: FullShader
, _grayscaleShader :: FullShader
, _pictureShaders :: [FullShader]
, _spareFBO :: FramebufferObject
+1
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@@ -102,6 +102,7 @@ data World = World
, _debugFlags :: DebugFlags
, _inventoryMode :: InventoryMode
, _lClickHammer :: HammerPosition
, _radDistortion :: [(Point2,Point2,Point2,Float)]
}
data InventoryMode
= TopInventory
+1
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@@ -78,6 +78,7 @@ defaultWorld = World
, _inventoryMode = TopInventory
, _lClickHammer = HammerUp
, _foregroundDecorations = []
, _radDistortion = [((00,400),(0,80),(40,40),0.5)]
}
defaultDebugFlags :: DebugFlags
defaultDebugFlags = DebugFlags
+5 -1
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@@ -144,8 +144,12 @@ doDrawing pdata w = do
depthFunc $= Just Always
bindFramebuffer Framebuffer $= defaultFramebufferObject
clear [ColorBuffer]
activeTexture $= TextureUnit 1
textureBinding Texture2D $= Just (snd $ _fboBase pdata)
drawShader (_fullscreenShader pdata) 4
nraddist <- F.foldM (pokeShader $ _barrelShader pdata) (map Render2221 $ _radDistortion w)
bindShaderBuffers [_barrelShader pdata] [nraddist]
drawShader (_barrelShader pdata) 4
activeTexture $= TextureUnit 0
-- draw overlay
bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
+1
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@@ -25,6 +25,7 @@ data RenderType
| RenderConst
| Render1111 {_unRender1111 :: (Float,Float,Float,Float)}
| Render22 {_unRender22 :: (Point2,Point2)}
| Render2221 {_unRender2221 :: (Point2,Point2,Point2,Float)}
| Render22x4 {_unRender22x4 :: ((Point2,Point2),Point4)}
| Render3x2 {_unRender3x2 :: (Point3,Point2)}
| Render3x3 {_unRender3x3 :: (Point3,Point3)}
+7 -1
View File
@@ -61,6 +61,7 @@ preloadRender = do
pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO colorBlurShad) $ concat cornerList
grayscaleShad <- makeShader "texture/grayscale" [vert,frag] [2,2] ETriangleStrip $ const cornerList
pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO grayscaleShad) $ concat cornerList
barrelShad <- makeShader "texture/barrel" [vert,geom,frag] [2,2,2,1] EPoints pokeRadDist
-- blank wallShader
wlBlank <- makeShader "wall/blank" [vert,geom,frag] [4,4] EPoints pokeWPColStrat
-- textured wallShader
@@ -73,7 +74,7 @@ preloadRender = do
textArrayShad <- makeShader "texture/array" [vert,frag] [3,3] ETriangles poke33
>>= addTextureArray "data/texture/ayene_wooden_floor.png"
-- bind fixed vertex data
bindShaderBuffers [bloomBlurShad,colorBlurShad,fullscreenAlphaHalveShad ] [4,4,4]
bindShaderBuffers [bloomBlurShad,colorBlurShad,fullscreenAlphaHalveShad] [4,4,4]
-- framebuffer for lighting
(fbo,fboTO,fboRBO) <- setupFramebufferWithStencil
framebuf2 <- setupFramebufferWithStencil
@@ -116,6 +117,7 @@ preloadRender = do
, _fullscreenAlphaHalveShader = fullscreenAlphaHalveShad
, _bloomBlurShader = bloomBlurShad
, _colorBlurShader = colorBlurShad
, _barrelShader = barrelShad
, _grayscaleShader = grayscaleShad
, _spareFBO = fbo
, _fboTexture = fboTO
@@ -262,6 +264,10 @@ pokeWPStrat :: RenderType -> [[Float]]
pokeWPStrat Render22{_unRender22 = ((x,y),(z,w))} = [[x,y,z,w]]
pokeWPStrat _ = undefined
pokeRadDist :: RenderType -> [[Float]]
pokeRadDist Render2221{_unRender2221 = ((a,b),(c,d),(e,f),g)} = [[a,b,c,d,e,f,g]]
pokeRadDist _ = undefined
pokeWPColStrat :: RenderType -> [[Float]]
pokeWPColStrat Render22x4{_unRender22x4=(((x,y),(z,w)),(r,g,b,a))} = [[x,y,z,w,r,g,b,a]]
pokeWPColStrat _ = undefined