No shadows anymore - but shadow-map is correct
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448bb7ac73
commit
35f1a09d13
30
src/Main.hs
30
src/Main.hs
@ -37,7 +37,8 @@ data ProgramState = PS { keysPressed :: IntSet
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, dy :: GLfloat
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, dy :: GLfloat
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, dz :: GLfloat
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, dz :: GLfloat
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, dheading :: GLfloat
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, dheading :: GLfloat
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, dpitch :: GLfloat }
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, dpitch :: GLfloat
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, showShadowMap :: Bool }
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deriving (Show)
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deriving (Show)
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type RenderObject = (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
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type RenderObject = (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
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@ -53,7 +54,7 @@ deltaH = 0.5
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deltaP = 0.15
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deltaP = 0.15
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black = Color3 0 0 0 :: Color3 GLfloat
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black = Color3 0 0 0 :: Color3 GLfloat
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shadowMapSize :: TextureSize2D
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shadowMapSize :: TextureSize2D
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shadowMapSize = TextureSize2D 256 256
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shadowMapSize = TextureSize2D 512 512
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up :: Vector3 GLdouble
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up :: Vector3 GLdouble
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up = Vector3 0 1 0
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up = Vector3 0 1 0
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@ -124,12 +125,13 @@ drawObjects map ent shadowRender = do
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translate $ fmap (+ (-15.0)) pos
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translate $ fmap (+ (-15.0)) pos
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drawSphere
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drawSphere
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--draw sun-indicator
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--draw sun-indicator
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preservingMatrix $ do
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{- preservingMatrix $ do
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pos <- getSunPos Vector3
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pos <- getSunPos Vector3
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translate pos
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translate pos
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color (Color4 1.0 1.0 0.0 1.0 :: Color4 GLfloat)
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color (Color4 1.0 1.0 0.0 1.0 :: Color4 GLfloat)
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drawSphere
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drawSphere
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--putStrLn $ unwords ["sun at", show pos]
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--putStrLn $ unwords ["sun at", show pos]
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-- -}
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--draw map
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--draw map
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mapM_ renderTile map
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mapM_ renderTile map
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@ -150,7 +152,8 @@ display state t =
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, py = py
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, py = py
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, pz = pz
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, pz = pz
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, pitch = pitch
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, pitch = pitch
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, heading = heading }
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, heading = heading
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, showShadowMap = showShadowMap }
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<- readMVar state
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<- readMVar state
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loadIdentity
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loadIdentity
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GL.rotate pitch (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
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GL.rotate pitch (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
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@ -159,6 +162,7 @@ display state t =
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generateShadowMap tiles []
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generateShadowMap tiles []
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generateTextureMatrix
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generateTextureMatrix
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unless showShadowMap $ do
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clear [ ColorBuffer, DepthBuffer ]
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clear [ ColorBuffer, DepthBuffer ]
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preservingMatrix $ do
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preservingMatrix $ do
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drawObjects tiles [] False
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drawObjects tiles [] False
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@ -176,7 +180,8 @@ updateCamera state = do
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, pitch = pitch
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, pitch = pitch
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, heading = heading
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, heading = heading
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, dpitch = dpitch
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, dpitch = dpitch
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, dheading = dheading }
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, dheading = dheading
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}
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<- takeMVar state
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<- takeMVar state
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d@((dx,dy,dz),(heading',pitch')) <-
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d@((dx,dy,dz),(heading',pitch')) <-
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@ -228,7 +233,7 @@ generateTextureMatrix = do
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scalef = scale :: GLfloat -> GLfloat -> GLfloat -> IO ()
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scalef = scale :: GLfloat -> GLfloat -> GLfloat -> IO ()
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translatef (Vector3 0.5 0.5 0.0)
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translatef (Vector3 0.5 0.5 0.0)
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scalef 0.5 0.5 1.0
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scalef 0.5 0.5 1.0
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perspective 60 1 1 1000
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ortho (-20) 20 (-20) 20 1 100
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lightPos' <- getSunPos Vertex3
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lightPos' <- getSunPos Vertex3
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lookAt lightPos' origin up
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lookAt lightPos' origin up
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get (matrix (Just (Modelview 0)))
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get (matrix (Just (Modelview 0)))
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@ -254,10 +259,12 @@ generateShadowMap tiles obj = do
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clear [ ColorBuffer, DepthBuffer ]
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clear [ ColorBuffer, DepthBuffer ]
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--cullFace $= Just Front -- only backsides cast shadows -> less polys
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matrixMode $= Projection
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matrixMode $= Projection
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preservingMatrix $ do
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preservingMatrix $ do
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loadIdentity
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loadIdentity
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perspective 80 1 10 1000
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ortho (-20) 20 (-20) 20 10 100
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matrixMode $= Modelview 0
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matrixMode $= Modelview 0
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preservingMatrix $ do
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preservingMatrix $ do
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loadIdentity
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loadIdentity
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@ -268,6 +275,8 @@ generateShadowMap tiles obj = do
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copyTexImage2D Texture2D 0 DepthComponent' (Position 0 0) shadowMapSize 0
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copyTexImage2D Texture2D 0 DepthComponent' (Position 0 0) shadowMapSize 0
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--cullFace $= Just Back
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when True $ do
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when True $ do
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let numShadowMapPixels = fromIntegral (shadowMapWidth * shadowMapHeight)
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let numShadowMapPixels = fromIntegral (shadowMapWidth * shadowMapHeight)
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allocaArray numShadowMapPixels $ \depthImage -> do
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allocaArray numShadowMapPixels $ \depthImage -> do
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@ -322,7 +331,8 @@ keyEvent state press = do
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, pitch = pitch
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, pitch = pitch
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, heading = heading
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, heading = heading
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, dpitch = dpitch
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, dpitch = dpitch
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, dheading = dheading }
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, dheading = dheading
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, showShadowMap = showShadowMap }
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<- takeMVar state
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<- takeMVar state
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-- Only process the key event if it is not a repeat
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-- Only process the key event if it is not a repeat
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(ps',ret) <- if (fromIntegral code `member` kp && not press) ||
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(ps',ret) <- if (fromIntegral code `member` kp && not press) ||
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@ -350,6 +360,7 @@ keyEvent state press = do
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| code == 66 -> accept $ ps { dy = dy + deltaV }
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| code == 66 -> accept $ ps { dy = dy + deltaV }
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| code == 25 -> accept $ ps { dheading = dheading - deltaH }
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| code == 25 -> accept $ ps { dheading = dheading - deltaH }
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| code == 27 -> accept $ ps { dheading = dheading + deltaH }
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| code == 27 -> accept $ ps { dheading = dheading + deltaH }
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| code == 42 -> accept $ ps { showShadowMap = not showShadowMap }
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| otherwise -> deny ps
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| otherwise -> deny ps
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-- on RELEASE only
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-- on RELEASE only
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False
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False
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@ -380,7 +391,8 @@ main = do
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, dy = 0
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, dy = 0
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, dz = 0
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, dz = 0
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, dheading = 0
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, dheading = 0
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, dpitch = 0}
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, dpitch = 0
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, showShadowMap = False }
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trace (show terrain) Gtk.initGUI
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trace (show terrain) Gtk.initGUI
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-- Initialise the Gtk+ OpenGL extension
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-- Initialise the Gtk+ OpenGL extension
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-- (including reading various command line parameters)
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-- (including reading various command line parameters)
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