diff --git a/src/Main.hs b/src/Main.hs index c7a1690..932f9cb 100644 --- a/src/Main.hs +++ b/src/Main.hs @@ -118,10 +118,19 @@ drawObjects map ent shadowRender = do when shadowRender $ texture Texture2D $= Disabled --disable textures if we render shadows. - --draw objects + --draw something throwing shadows preservingMatrix $ do - translate (Vector3 15.0 15.0 25.0 :: Vector3 GLfloat) + pos <- getSunPos Vector3 + translate $ fmap (+ (-15.0)) pos drawSphere + --draw sun-indicator + preservingMatrix $ do + pos <- getSunPos Vector3 + translate pos + color (Color4 1.0 1.0 0.0 1.0 :: Color4 GLfloat) + drawSphere + --putStrLn $ unwords ["sun at", show pos] + --draw map mapM_ renderTile map @@ -148,7 +157,7 @@ display state t = GL.rotate heading (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat) translate (Vector3 (-px) (-py) (-pz)::Vector3 GLfloat) - generateShadowMap tiles [] True + generateShadowMap tiles [] generateTextureMatrix clear [ ColorBuffer, DepthBuffer ] preservingMatrix $ do @@ -234,8 +243,8 @@ generateTextureMatrix = do textureGenMode R $= Just (ObjectLinear (Plane rx ry rz rw)) textureGenMode Q $= Just (ObjectLinear (Plane qx qy qz qw)) -generateShadowMap :: [RenderObject] -> [RenderObject] -> Bool -> IO () -generateShadowMap tiles obj showShadow' = do +generateShadowMap :: [RenderObject] -> [RenderObject] -> IO () +generateShadowMap tiles obj = do lightPos' <- getSunPos Vertex3 let (TextureSize2D shadowMapWidth shadowMapHeight) = shadowMapSize shadowMapSize' = Size shadowMapWidth shadowMapHeight @@ -259,7 +268,7 @@ generateShadowMap tiles obj showShadow' = do copyTexImage2D Texture2D 0 DepthComponent' (Position 0 0) shadowMapSize 0 - when showShadow' $ do + when True $ do let numShadowMapPixels = fromIntegral (shadowMapWidth * shadowMapHeight) allocaArray numShadowMapPixels $ \depthImage -> do let pixelData fmt = PixelData fmt Float depthImage :: PixelData GLfloat @@ -406,8 +415,8 @@ main = do diffuse sun $= Color4 1.0 1.0 1.0 1.0 specular sun $= Color4 0.8 0.8 0.8 1.0 lightModelAmbient $= Color4 0.2 0.2 0.2 1.0 - position sun $= (Vertex4 2.0 1.0 1.3 1.0 :: Vertex4 GLfloat) .* 5 - spotDirection sun $= (Normal3 (-2.0) (-1.0) (-1.3) :: Normal3 GLfloat) + position sun $= (Vertex4 2.0 1.0 1.3 1.0 :: Vertex4 GLfloat) .* (1/2.5865) .* 45 + spotDirection sun $= (Normal3 (2.0) (1.0) (1.3) :: Normal3 GLfloat) --spotExponent sun $= 1.0 --attenuation sun $= (1.0, 0.0, 0.0) @@ -426,8 +435,14 @@ main = do cullFace $= Just Back texture Texture2D $= Enabled + + --textureWrapMode Texture2D S $= (Repeated, ClampToEdge) + --textureWrapMode Texture2D T $= (Repeated, ClampToEdge) + textureFilter Texture2D $= ((Linear', Nothing), Linear') + textureCompareMode Texture2D $= Just Lequal + depthTextureMode Texture2D $= Luminance' - shadeModel $= Flat + shadeModel $= Smooth fog $= Enabled fogMode $= Linear 45.0 50.0