Use texture array for character rendering, condense rendering

This commit is contained in:
2023-03-23 14:08:07 +00:00
parent 68b43f29ff
commit 3350a8dc30
9 changed files with 80 additions and 42 deletions
+9 -10
View File
@@ -62,7 +62,7 @@ doDrawing' win pdata u = do
-- count mutable vectors setup
layerCounts <- UMV.replicate (numLayers * 6) 0
-- attempt to poke in parallel
let (ws, wp) = wallSPics <> worldSPic cfig w
let (ws, wp) = wallSPics <> worldSPic cfig u
((nWalls, nWins,trueNWalls), (nShapeVs, nIndices, nSilIndices)) <-
MP.bindM3
(\_ a b -> return (a, b))
@@ -373,16 +373,15 @@ doDrawing' win pdata u = do
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. orthonormalMatUBO)
renderLayer FixedCoordLayer shadV layerCounts
renderFoldable shadV $ fixedCoordPictures u
glDepthMask GL_TRUE
when (debugOn Show_ms_frame $ _uvConfig u) $
renderFoldable
(_pictureShaders pdata)
( setDepth (-1)
. translate (-0.5) (-0.8)
. scale 0.0005 0.0005
$ fpsText (u ^. uvFrameTicks - u ^. uvLastFrameTicks)
)
-- when (debugOn Show_ms_frame $ _uvConfig u) $
-- renderFoldable
-- (_pictureShaders pdata)
-- ( setDepth (-1)
-- . translate (-0.5) (-0.8)
-- . scale 0.0005 0.0005
-- $ fpsText (u ^. uvFrameTicks - u ^. uvLastFrameTicks)
-- )
SDL.glSwapWindow win
fpsText :: (Show a, Ord a, Num a) => a -> Picture
+20
View File
@@ -17,9 +17,29 @@ fixedCoordPictures u = drawMenuOrHUD cfig u
<> drawConcurrentMessage u
<> customMouseCursor cfig (u ^. uvWorld . input)
<> listPicturesAt (halfWidth cfig) 0 cfig (map text (_uvTestString u u))
<> displayFrameTicks u
where
cfig = _uvConfig u
displayFrameTicks :: Universe -> Picture
displayFrameTicks u = if (debugOn Show_ms_frame $ _uvConfig u) then
( setDepth (-1)
. translate (-0.5) (-0.8)
. scale 0.0005 0.0005
$ fpsText (u ^. uvFrameTicks - u ^. uvLastFrameTicks)
)
else mempty
fpsText :: (Show a, Ord a, Num a) => a -> Picture
fpsText x = color col $ text $ "ms/frame " ++ show x
where
col
| x < 22 = blue
| x < 30 = green
| x < 40 = yellow
| x < 50 = orange
| otherwise = red
drawMenuOrHUD :: Configuration -> Universe -> Picture
drawMenuOrHUD cfig u = case u ^. uvScreenLayers of
[] -> drawHUD (u ^. uvConfig) (u ^. uvWorld)
+10 -5
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@@ -2,6 +2,8 @@ module Dodge.Render.ShapePicture (
worldSPic,
) where
import Dodge.Render.Picture
import Dodge.Data.Universe
import Control.Lens
import Control.Monad (guard)
import Data.Foldable
@@ -41,9 +43,9 @@ import ShapePicture
import ShortShow
import Sound.Data
worldSPic :: Configuration -> World -> SPic
worldSPic cfig w =
(mempty, extraPics cfig w)
worldSPic :: Configuration -> Universe -> SPic
worldSPic cfig u =
(mempty, extraPics cfig u)
<> foldup drawProp' (filtOn _prPos _props)
<> foldup drawProjectile (filtOn _prjPos _projectiles)
<> foldup (shiftDraw _blPos _blDir (drawBlock . _blDraw)) (filtOn _blPos _blocks)
@@ -56,6 +58,7 @@ worldSPic cfig w =
<> aimDelaySweep cfig w
<> anyTargeting cfig w
where
w = _uvWorld u
foldup = foldMap'
filtOn f g = IM.filter (pointIsClose . f) (g (_lWorld (_cWorld w)))
pointIsClose = cullPoint cfig w
@@ -144,9 +147,10 @@ cullPoint cfig w p
| debugOn Close_shape_culling cfig = pointInPolygon p (w ^. cWorld . camPos . camBoundBox)
| otherwise = dist (w ^. cWorld . camPos . camCenter) p < (w ^. cWorld . camPos . camViewDistance)
extraPics :: Configuration -> World -> Picture
extraPics cfig w =
extraPics :: Configuration -> Universe -> Picture
extraPics cfig u =
pictures (_decorations lw)
<> setLayer FixedCoordLayer (fixedCoordPictures u)
<> concatMapPic drawTractorBeam (_tractorBeams lw)
<> concatMapPic drawLinearShockwave (_linearShockwaves lw)
<> concatMapPic drawShockwave (_shockwaves lw)
@@ -167,6 +171,7 @@ extraPics cfig w =
<> viewClipBounds cfig w
<> debugDraw cfig w
where
w = u ^. uvWorld
lw = w ^. cWorld . lWorld
debugDraw :: Configuration -> World -> Picture
-2
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@@ -14,8 +14,6 @@ import Dodge.Data.Universe
testStringInit :: Universe -> [String]
testStringInit u = [show $ length $ lightsToRender (u ^. uvConfig) (u ^. uvWorld . cWorld . camPos)
(u ^. uvWorld . cWorld . lWorld)
, show $ length $ fst $ worldSPic (u ^. uvConfig) (u ^. uvWorld)
, show $ length $ snd $ worldSPic (u ^. uvConfig) (u ^. uvWorld)
, show $ u ^. uvWorld . input . scrollTestInt
]
--[show $ u ^? uvWorld . hud . hudElement . diSections . sssExtra . sssSelPos . _Just]
+12 -11
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@@ -202,7 +202,7 @@ text :: String -> Picture
{-# INLINE text #-}
text = map f . stringToList
where
f (pos, col, V2 a b) = Verx pos col [a, b] BottomLayer textNum
f (pos, col, V3 a b c) = Verx pos col [a, b, c, 1] BottomLayer textNum
line :: [Point2] -> Picture
{-# INLINE line #-}
@@ -291,25 +291,26 @@ overCol :: (Point4 -> Point4) -> Verx -> Verx
overCol f vx = vx{_vxCol = f (_vxCol vx)}
-- no premature optimisation, consider changing to use texture arrays
stringToList :: String -> [(Point3, Point4, Point2)]
stringToList :: String -> [(Point3, Point4, Point3)]
{-# INLINE stringToList #-}
stringToList = concatMap (uncurry charToTuple) . zip [0, 0.9 * dimText ..]
where
dimText = 100
charToTuple :: Float -> Char -> [(Point3, Point4, Point2)]
charToTuple :: Float -> Char -> [(Point3, Point4, Point3)]
{-# INLINE charToTuple #-}
charToTuple x c =
[ (V3 (x -50) (-100) 0, white, V2 offset 1)
, (V3 (x -50) 100 0, white, V2 offset 0)
, (V3 (x + 50) 100 0, white, V2 (offset + 1) 0)
, (V3 (x -50) (-100) 0, white, V2 offset 1)
, (V3 (x + 50) (-100) 0, white, V2 (offset + 1) 1)
, (V3 (x + 50) 100 0, white, V2 (offset + 1) 0)
]
charToTuple xoff c = [f 0 0, f 1 0, f 1 1, f 0 0, f 1 1, f 0 1]
where
f x y = (V3 (xoff - 50 + x * 100) (100 - y * 200) 0, white, V3 x y offset)
offset = fromIntegral (fromEnum c) - 32
--charToTuple' :: Float -> Char -> [(Point3, Point4, Point3)]
--{-# INLINE charToTuple' #-}
--charToTuple' xoff c = [f 0 0, f 1 0, f 1 1, f 0 0, f 1 1, f 0 1]
-- where
-- f x y = (V3 (xoff + x * 100) (y * 200) 0, white, V3 x y offset)
-- offset = fromIntegral (fromEnum c) - 32
mirrorxz :: Picture -> Picture
mirrorxz = picMap (overPos flipy)
where
-1
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@@ -36,7 +36,6 @@ numLayers = length [minBound :: Layer .. maxBound]
data ShadNum
= PolyShad
| BezShad
| TextShad
| ArcShad
| EllShad
+3 -2
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@@ -129,8 +129,9 @@ preloadRender = do
aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
cslist <-
makeShader "dualTwoD/character" [vert, frag] [3, 4, 2] pmTriangles
>>= _1 (vaddTextureNoFilter "data/texture/charMap.png")
makeShader "picture/textureArray" [vert, frag] [3, 4, 4] pmTriangles
-- >>= _1 (addTextureArray' "data/texture/charMapVert.png" 2 16 32 95 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR)
>>= _1 (addTextureArray' "data/texture/charMapVert.png" 2 16 32 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR)
-- this should really be a 2d texture array
screentexturevbo <- mglCreate glCreateBuffers
+15
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@@ -2,6 +2,7 @@ module Shader.AuxAddition
( addSamplerTexture2D
, vaddTextureNoFilter
, addTextureArray
, addTextureArray'
, initTexture2D
, initTexture2DArray
, tilesToLine
@@ -127,6 +128,20 @@ addTextureArray texturePath (shad,vbo) = do
return (shad & shaderTextures .:~ TO texname
, vbo)
addTextureArray' :: String -> GLsizei -> GLsizei -> GLsizei -> GLsizei -> GLenum -> GLenum
-> Shader -> IO Shader
addTextureArray' fp nlev w h d minfilt magfilt shad = do
Right cmap <- readImage fp
let texdata = convertRGBA8 cmap
texname <- mglCreate $ glCreateTextures GL_TEXTURE_2D_ARRAY
glTextureStorage3D texname nlev GL_RGBA8 w h d
VS.unsafeWith (imageData texdata) $ \ptr -> do
glTextureSubImage3D texname 0 0 0 0 w h d GL_RGBA GL_UNSIGNED_BYTE ptr
glGenerateTextureMipmap texname
glTextureParameteri texname GL_TEXTURE_MIN_FILTER (unsafeCoerce minfilt)
glTextureParameteri texname GL_TEXTURE_MAG_FILTER (unsafeCoerce magfilt)
return (shad & shaderTextures .:~ TO texname )
tilesToLine
:: Int -- ^ Parameter a
-> Int -- ^ Parameter b
+11 -11
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@@ -34,15 +34,15 @@ pokeVerxs ::
pokeVerxs vbos count = VFSM.mapM_ (pokeVerx vbos count) . VFSM.fromList
pokeVerx :: MV.MVector (PrimState IO) (Shader, VBO) -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
pokeVerx vbos offsets Verx{_vxPos = thePos, _vxCol = theCol, _vxExt = ext, _vxShadNum = theShadNum} = do
pokeVerx vbos offsets Verx{_vxPos = thePos, _vxCol = theCol, _vxExt = ext, _vxShadNum = shadnum} = do
typeOff <- UMV.unsafeRead offsets sn
basePtr <- _vboPtr . snd <$> MV.unsafeRead vbos sn
let thePtr = plusPtr basePtr (typeOff * pokeStride sn * floatSize)
let thePtr = plusPtr basePtr (typeOff * pokeStride shadnum * floatSize)
poke34 thePtr thePos theCol
pokeArrayOff thePtr 7 ext
UMV.unsafeModify offsets (+ 1) sn
where
sn = _unShadNum theShadNum
sn = _unShadNum shadnum
pokeWallsWindows ::
Ptr Float ->
@@ -416,21 +416,21 @@ pokeLayVerx vbos counts vx = do
pokeArrayOff thePtr 7 (_vxExt vx)
UMV.unsafeModify counts (+ 1) vecPos
where
sn = _unShadNum (_vxShadNum vx)
sn = _unShadNum shadnum
shadnum = _vxShadNum vx
vecPos = theLayer * numLayers + sn
theLayer = layerNum $ _vxLayer vx
thePos = _vxPos vx
theCol = _vxCol vx
layOff = theLayer * numSubElements
theStride = pokeStride sn
theStride = pokeStride shadnum
pokeStride :: Int -> Int
pokeStride :: ShadNum -> Int
{-# INLINE pokeStride #-}
pokeStride 0 = 7
pokeStride 1 = 9
pokeStride 2 = 10
pokeStride 3 = 7
pokeStride _ = undefined
pokeStride PolyShad = 7
pokeStride TextShad = 11
pokeStride ArcShad = 10
pokeStride EllShad = 7
poke34 :: Ptr Float -> Point3 -> Point4 -> IO ()
{-# INLINE poke34 #-}