Partially implement a framebuffer object for bluring shadows
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@@ -18,13 +18,18 @@ import Shader
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import Geometry (Point2)
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import qualified Control.Foldl as F
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data RenderData = RenderData
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{ _lightSourceShader :: FullShader (Float,Float,Float,Float)
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, _wallShadowShader :: FullShader (Point2,Point2,Point2,Point2)
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, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
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, _fullscreenShader :: FullShader ()
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, _listShaders :: [FullShader RenderType]
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, _dummyVBO :: BufferObject
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, _dummyPtr :: Ptr Float
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, _spareFBO :: FramebufferObject
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, _fboTexture :: TextureObject
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}
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makeLenses ''RenderData
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@@ -52,6 +57,16 @@ preloadRender = do
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bezierQuadShader
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<- makeShader "bezierQuad" [vert,frag] [(0,3),(1,4),(2,4)] TriangleStrip pokeBezQStrat
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fsShad <- makeShader "fullscreen" [vert,frag] [(0,2),(1,2)] TriangleStrip
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(const [[[-1, 1],[0,1]]
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,[[ 1, 1],[1,1]]
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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)
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n <- F.foldM (pokeShader fsShad) [()]
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putStrLn $ show n
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--the following vbo is set up to contain one fixed vertex
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dummyvbo <- genObjectName
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dummyptr <- mallocArray numDrawableElements
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@@ -62,6 +77,10 @@ preloadRender = do
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-- input a list of (attribute location, attrib length) pairs
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-- these will have buffers and pointers created
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backgroundvao <- setupVAO [(0,4),(1,2)]
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(fbo,fboTO) <- setupFramebuffer
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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return $ RenderData
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{ _listShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
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@@ -70,10 +89,37 @@ preloadRender = do
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, _lightSourceShader = lsShad
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, _wallShadowShader = wsShad
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, _backgroundShader = bgShad
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, _fullscreenShader = fsShad
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, _spareFBO = fbo
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, _fboTexture = fboTO
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}
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--------------------end preloadRender
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setupFramebuffer :: IO (FramebufferObject, TextureObject)
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setupFramebuffer = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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fboTO <- genObjectName
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textureBinding Texture2D $= Just fboTO
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 800 600) 0 (PixelData RGBA UnsignedByte nullPtr)
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textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
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generateMipmap' Texture2D
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framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
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fboRBO <- genObjectName
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bindRenderbuffer Renderbuffer $= fboRBO
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
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-- not sure if the stencil is needed
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fboStatus <- framebufferStatus Framebuffer
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putStrLn $ show fboStatus
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return (fboName, fboTO)
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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mapM_ freeShaderPointers $ _listShaders pd
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@@ -49,6 +49,12 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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)
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-- draw lightmap
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bindFramebuffer Framebuffer $= (_spareFBO pdata)
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clearColor $= Color4 0 0.5 0 1
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clearDepth $= (200)
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clear [ColorBuffer]
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nWalls <- F.foldM (pokeShader (_wallShadowShader pdata)) wallPoints
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bindShaderBuffers [_wallShadowShader pdata] [nWalls]
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@@ -78,10 +84,24 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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ticksS <- SDL.ticks
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ticksAfterL <- SDL.ticks
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blend $= Disabled
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-- blendFunc $= (Zero,One)
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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--
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-- blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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bindShaderBuffers [_fullscreenShader pdata] [4]
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textureBinding Texture2D $= Just (_fboTexture pdata)
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-- blendFunc $= (One, Zero)
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drawShader (_fullscreenShader pdata) 4
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blend $= Enabled
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-- draw picture on top of light/shadow map
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-- set drawing for on top
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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clear [DepthBuffer]
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-- draw background
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bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
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depthFunc $= Just Less
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