added shadow-map

- added shadow-map
- compiles and smap gets initialized/generated
- generation ist stil incorrect (cam, light-dir, ...)
This commit is contained in:
Nicole Dresselhaus 2014-05-13 10:40:35 +02:00
parent 8dea8d1ed9
commit 8bd8db922e
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GPG Key ID: BC16D887851A1A80
3 changed files with 114 additions and 47 deletions

View File

@ -304,6 +304,7 @@ adjustWindow = do
let hudtexid = state ^. gl.glHud.hudTexture let hudtexid = state ^. gl.glHud.hudTexture
maptexid = state ^. gl.glMap.renderedMapTexture maptexid = state ^. gl.glMap.renderedMapTexture
smaptexid = state ^. gl.glMap.shadowMapTexture
allocaBytes (fbWidth*fbHeight*4) $ \ptr -> do allocaBytes (fbWidth*fbHeight*4) $ \ptr -> do
--default to ugly pink to see if --default to ugly pink to see if
--somethings go wrong. --somethings go wrong.
@ -320,6 +321,13 @@ adjustWindow = do
textureFilter Texture2D GL.$= ((Linear', Nothing), Linear') textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D fbCWidth fbCHeight) 0 texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D fbCWidth fbCHeight) 0
(GL.PixelData GL.RGBA GL.UnsignedByte ptr) (GL.PixelData GL.RGBA GL.UnsignedByte ptr)
allocaBytes (2048*2048) $ \ptr -> do
let smapdata = genColorData (2048*2048) [0]
pokeArray ptr smapdata
textureBinding Texture2D GL.$= Just smaptexid
textureFilter Texture2D GL.$= ((Nearest,Nothing), Nearest)
texImage2D Texture2D GL.NoProxy 0 GL.DepthComponent16 (GL.TextureSize2D 2048 2048) 0
(GL.PixelData GL.DepthComponent GL.UnsignedByte ptr)
checkError "setting up HUD-Tex" checkError "setting up HUD-Tex"
return renderBuffer return renderBuffer
modify $ gl.glRenderbuffer .~ rb modify $ gl.glRenderbuffer .~ rb

View File

@ -119,6 +119,8 @@ initMapShader tessFac (buf, vertDes) = do
overTex <- genObjectName overTex <- genObjectName
texts <- genObjectNames 6 texts <- genObjectNames 6
smap <- genObjectName
testobj <- parseIQM "sample.iqm" testobj <- parseIQM "sample.iqm"
@ -154,6 +156,7 @@ initMapShader tessFac (buf, vertDes) = do
, _mapVert = vertDes , _mapVert = vertDes
, _overviewTexture = overTex , _overviewTexture = overTex
, _mapTextures = texts , _mapTextures = texts
, _shadowMapTexture = smap
, _mapObjects = objs , _mapObjects = objs
, _objectProgram = objProgram , _objectProgram = objProgram
} }
@ -190,7 +193,7 @@ initHud = do
att <- get (activeAttribs program) att <- get (activeAttribs program)
putStrLn $ unlines $ "Attributes: ":map show att putStrLn $ unlines $ "Attributes: ":map show att
putStrLn $ unlines $ ["Indices: ", show (texIndex)] putStrLn $ unlines $ ["Indices: ", show texIndex]
checkError "initHud" checkError "initHud"
return GLHud return GLHud
@ -299,38 +302,123 @@ renderObject :: MapObject -> IO ()
renderObject (MapObject model pos@(L.V3 x y z) _{-state-}) = renderObject (MapObject model pos@(L.V3 x y z) _{-state-}) =
renderIQM model pos (L.V3 1 1 1) renderIQM model pos (L.V3 1 1 1)
drawMap :: Pioneers ()
drawMap = do
state <- RWS.get
let
vi = state ^. gl.glMap.shdrVertexIndex
ni = state ^. gl.glMap.shdrNormalIndex
ci = state ^. gl.glMap.shdrColorIndex
numVert = state ^. gl.glMap.mapVert
map' = state ^. gl.glMap.stateMap
tessFac = state ^. gl.glMap.stateTessellationFactor
(UniformLocation tli) = state ^. gl.glMap.shdrTessInnerIndex
(UniformLocation tlo) = state ^. gl.glMap.shdrTessOuterIndex
liftIO $ do
glUniform1f tli (fromIntegral tessFac)
glUniform1f tlo (fromIntegral tessFac)
bindBuffer ArrayBuffer $= Just map'
vertexAttribPointer ci $= fgColorIndex
vertexAttribArray ci $= Enabled
vertexAttribPointer ni $= fgNormalIndex
vertexAttribArray ni $= Enabled
vertexAttribPointer vi $= fgVertexIndex
vertexAttribArray vi $= Enabled
checkError "beforeDraw"
glPatchParameteri gl_PATCH_VERTICES 3
cullFace $= Just Front
glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
checkError "draw map"
---- RENDER MAPOBJECTS --------------------------------------------
currentProgram $= Just (state ^. gl.glMap.objectProgram)
mapM_ renderObject (state ^. gl.glMap.mapObjects)
-- set sample 1 as target in renderbuffer
{-framebufferRenderbuffer
DrawFramebuffer --write-only
(ColorAttachment 1) --sample 1
Renderbuffer --const
rb --buffer-}
render :: Pioneers () render :: Pioneers ()
render = do render = do
state <- RWS.get state <- RWS.get
let xa = state ^. camera.xAngle let xa = state ^. camera.xAngle
ya = state ^. camera.yAngle ya = state ^. camera.yAngle
(UniformLocation proj) = state ^. gl.glMap.shdrProjMatIndex
(UniformLocation nmat) = state ^. gl.glMap.shdrNormalMatIndex
(UniformLocation vmat) = state ^. gl.glMap.shdrViewMatIndex
(UniformLocation tli) = state ^. gl.glMap.shdrTessInnerIndex
(UniformLocation tlo) = state ^. gl.glMap.shdrTessOuterIndex
vi = state ^. gl.glMap.shdrVertexIndex
ni = state ^. gl.glMap.shdrNormalIndex
ci = state ^. gl.glMap.shdrColorIndex
numVert = state ^. gl.glMap.mapVert
map' = state ^. gl.glMap.stateMap
frust = state ^. camera.Types.frustum frust = state ^. camera.Types.frustum
camPos = state ^. camera.camObject camPos = state ^. camera.camObject
zDist' = state ^. camera.zDist zDist' = state ^. camera.zDist
tessFac = state ^. gl.glMap.stateTessellationFactor (UniformLocation proj) = state ^. gl.glMap.shdrProjMatIndex
(UniformLocation nmat) = state ^. gl.glMap.shdrNormalMatIndex
(UniformLocation vmat) = state ^. gl.glMap.shdrViewMatIndex
liftIO $ do liftIO $ do
---- RENDER MAP IN TEXTURE ------------------------------------------ ---- RENDER MAP IN TEXTURE ------------------------------------------
bindFramebuffer Framebuffer $= (state ^. gl.glFramebuffer) bindFramebuffer Framebuffer $= (state ^. gl.glFramebuffer)
bindRenderbuffer Renderbuffer $= (state ^. gl.glRenderbuffer) {-bindRenderbuffer Renderbuffer $= (state ^. gl.glRenderbuffer)
framebufferRenderbuffer framebufferRenderbuffer
Framebuffer Framebuffer
DepthAttachment DepthAttachment
Renderbuffer Renderbuffer
(state ^. gl.glRenderbuffer) (state ^. gl.glRenderbuffer)-}
textureBinding Texture2D $= Just (state ^. gl.glMap.renderedMapTexture)
-- SHADOWMAP
textureBinding Texture2D $= Just (state ^. gl.glMap.shadowMapTexture)
framebufferTexture2D
Framebuffer
DepthAttachment
Texture2D
(state ^. gl.glMap.shadowMapTexture)
0
drawBuffer $= NoBuffers --color-buffer is not needed but must(?) be set up
checkError "setup Render-Target"
clear [DepthBuffer]
checkError "clearing shadowmap-buffer"
--TODO: simplified program for shadows?
currentProgram $= Just (state ^. gl.glMap.mapProgram)
checkError "setting up shadowmap-program"
--set up projection (= copy from state)
--TODO: Fix
with (distribute frust) $ \ptr ->
glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (L.M44 CFloat)))
checkError "copy shadowmap-projection"
--set up camera
--TODO: Fix
let ! cam = getCam camPos zDist' xa ya
with (distribute cam) $ \ptr ->
glUniformMatrix4fv vmat 1 0 (castPtr (ptr :: Ptr (L.M44 CFloat)))
checkError "copy shadowmap-cam"
--set up normal--Mat transpose((model*camera)^-1)
--needed?
let normal' = (case L.inv33 (fmap (^. L._xyz) cam ^. L._xyz) of
(Just a) -> a
Nothing -> L.eye3) :: L.M33 CFloat
nmap = collect id normal' :: L.M33 CFloat --transpose...
with (distribute nmap) $ \ptr ->
glUniformMatrix3fv nmat 1 0 (castPtr (ptr :: Ptr (L.M33 CFloat)))
checkError "nmat"
drawMap
liftIO $ do
checkError "draw ShadowMap"
-- COLORMAP
textureBinding Texture2D $= Just (state ^. gl.glMap.renderedMapTexture)
framebufferTexture2D framebufferTexture2D
Framebuffer Framebuffer
(ColorAttachment 0) (ColorAttachment 0)
@ -371,38 +459,8 @@ render = do
checkError "nmat" checkError "nmat"
glUniform1f tli (fromIntegral tessFac) drawMap --draw map -> put to another function for readability
glUniform1f tlo (fromIntegral tessFac) liftIO $ do
bindBuffer ArrayBuffer $= Just map'
vertexAttribPointer ci $= fgColorIndex
vertexAttribArray ci $= Enabled
vertexAttribPointer ni $= fgNormalIndex
vertexAttribArray ni $= Enabled
vertexAttribPointer vi $= fgVertexIndex
vertexAttribArray vi $= Enabled
checkError "beforeDraw"
glPatchParameteri gl_PATCH_VERTICES 3
cullFace $= Just Front
glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
checkError "draw map"
---- RENDER MAPOBJECTS --------------------------------------------
currentProgram $= Just (state ^. gl.glMap.objectProgram)
mapM_ renderObject (state ^. gl.glMap.mapObjects)
-- set sample 1 as target in renderbuffer
{-framebufferRenderbuffer
DrawFramebuffer --write-only
(ColorAttachment 1) --sample 1
Renderbuffer --const
rb --buffer-}
---- COMPOSE RENDERING -------------------------------------------- ---- COMPOSE RENDERING --------------------------------------------
-- Render to BackBuffer (=Screen) -- Render to BackBuffer (=Screen)

View File

@ -116,6 +116,7 @@ data GLMapState = GLMapState
, _mapProgram :: !GL.Program , _mapProgram :: !GL.Program
, _renderedMapTexture :: !TextureObject --TODO: Probably move to UI? , _renderedMapTexture :: !TextureObject --TODO: Probably move to UI?
, _overviewTexture :: !TextureObject , _overviewTexture :: !TextureObject
, _shadowMapTexture :: !TextureObject
, _mapTextures :: ![TextureObject] --TODO: Fix size on list? , _mapTextures :: ![TextureObject] --TODO: Fix size on list?
, _objectProgram :: !GL.Program , _objectProgram :: !GL.Program
, _mapObjects :: ![MapObject] , _mapObjects :: ![MapObject]