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loop/src/Dodge/Render/Shadow.hs
T

106 lines
3.4 KiB
Haskell

module Dodge.Render.Shadow where
--import Data.Vector.Unboxed as UV
--import Dodge.Data.Universe
--import Control.Lens
import Data.Preload.Render
--import qualified Data.Vector as V
--import qualified Data.Vector.Fusion.Stream.Monadic as VFSM
--import Foreign
import Geometry
--import Graphics.GL.Core45
--import Linear.V3 (cross)
--import Shader.Data
--import Shader.ExtraPrimitive
--import Shader.Parameters
import Shape.Data
--
drawCPUShadows :: RenderData -> Shape -> Point3 -> Float -> IO ()
drawCPUShadows _ _ _ _ = return ()
--drawCPUShadows pdata s pos rad = do
-- let theshad = pdata ^. positionalBlankShader
-- theptr = _vboPtr $ _vaoVBO $ _shadVAO' theshad
-- i <- VFSM.foldlM' (pokeShapeShad pos rad theptr) 0 $ VFSM.fromList s
-- glBufferSubData
-- (theshad ^. shadVAO' . vaoVBO . vboName)
-- 0
-- (fromIntegral $ floatSize * i)
-- (theshad ^. shadVAO' . vaoVBO . vboPtr)
-- glUseProgram (theshad ^. shadName)
-- glBindVertexArray . _vaoName $ _shadVAO' theshad
-- glDrawArrays
-- (marshalEPrimitiveMode $ _shadPrim' theshad)
-- 0
-- (fromIntegral i)
-- return ()
--pokeShapeShad :: Point3 -> Float -> Ptr Float -> Int -> ShapeObj -> IO Int
--pokeShapeShad pos r theptr i so = do
-- let vs = V.fromList $ map _svPos (_shVs so)
-- is = memoTopPrismEdges V.! (so ^. shType . prismSize - 2)
-- V.foldM' (pokeShadEdge pos r theptr vs) i is
--pokeShadEdge ::
-- Point3 ->
-- Float ->
-- Ptr Float ->
-- V.Vector Point3 ->
-- Int ->
-- (Int, Int, Int, Int) ->
-- IO Int
--pokeShadEdge pos _ ptr vxs i (a, b, x, y) = do
-- let p0 = vxs V.! a
-- p1 = vxs V.! b
-- --mid = 0.5 * (p0 + p1)
-- n0a = vxs V.! x
-- n1a = vxs V.! y -- this should almost certainly be done with backpermute
-- n0 = cross (p1 - p0) (n0a - p0)
-- n1 = cross (p0 - p1) (n1a - p1)
-- lightdir = p0 - pos
-- shift' p = p + (10000 *.*.* (p - pos))
-- -- projNear p =
-- -- shiftNear p =
-- if dotV3 n0 lightdir * dotV3 n1 lightdir <= 0
-- then do
-- let p2 = shift' p0
-- p3 = shift' p1
-- if dotV3 n0 lightdir > 0
-- then
-- pokeV3 ptr p0 i >>= pokeV3 ptr p1 >>= pokeV3 ptr p2
-- >>= pokeV3 ptr p0
-- >>= pokeV3 ptr p2
-- >>= pokeV3 ptr p3
-- else
-- pokeV3 ptr p1 i >>= pokeV3 ptr p0 >>= pokeV3 ptr p3
-- >>= pokeV3 ptr p1
-- >>= pokeV3 ptr p3
-- >>= pokeV3 ptr p2
-- else return i
--
--pokeV3 :: Ptr Float -> Point3 -> Int -> IO Int
--pokeV3 ptr (V3 x y z) i = do
-- pokeElemOff ptr (3 * i) x
-- pokeElemOff ptr (3 * i + 1) y
-- pokeElemOff ptr (3 * i + 2) z
-- return (i + 1)
--
--memoTopPrismEdges :: V.Vector (V.Vector (Int, Int, Int, Int))
--memoTopPrismEdges =
-- V.generate 10 $
-- V.fromList . topPrismEdges . (+ 2)
--
--topPrismEdges :: Int -> [(Int, Int, Int, Int)]
--topPrismEdges n = concatMap f [0 .. n -1]
-- where
-- f i =
-- map
-- h
-- [ (0, 2, 1, 4)
-- , (0, 1, -2, 3)
-- , (1, 3, -1, 2)
-- ]
-- where
-- h (a, b, c, d) = (g a, g b, g c, g d)
-- g j = (2 * i + j) `mod` (2 * n)