Move FBOs to opengl raw
This commit is contained in:
+19
-16
@@ -11,6 +11,8 @@ import Control.Lens
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import qualified Data.Vector.Mutable as MV
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import Control.Monad.Primitive
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newtype FBO = FBO {_unFBO :: GLuint}
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data RenderData = RenderData
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{ _lightingWallShadShader :: FullShader
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, _lightingLineShadowShader :: FullShader
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@@ -30,22 +32,23 @@ data RenderData = RenderData
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, _shapeShader :: FullShader
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, _shapeEBO :: EBO
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, _silhouetteEBO :: EBO
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, _pictureShaders :: MV.MVector (PrimState IO) FullShader
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, _fbo2 :: (FramebufferObject, TextureObject)
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, _fbo3 :: (FramebufferObject, TextureObject)
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, _fboHalf1 :: (FramebufferObject, TextureObject)
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, _fboHalf2 :: (FramebufferObject, TextureObject)
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, _fboHalf3 :: (FramebufferObject, TextureObject)
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, _fboBase :: (FramebufferObject, (TextureObject, TextureObject))
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, _fboCloud :: (FramebufferObject, (TextureObject, TextureObject))
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, _fboBloom :: (FramebufferObject, TextureObject)
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, _fboColor :: (FramebufferObject, TextureObject)
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, _fboPos :: (FramebufferObject, TextureObject)
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, _rboBaseBloom :: GLuint -- RenderbufferObject id
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, _fboLighting :: (FramebufferObject, TextureObject)
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, _fboLightingHigh :: (FramebufferObject, TextureObject)
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, _fboShadow :: (FramebufferObject, (TextureObject,TextureObject))
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, _matUBO :: GLuint -- BufferObject id
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, _pictureShaders :: MV.MVector (PrimState IO) FullShader
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, _fbo2 :: (FBO, TextureObject)
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, _fbo3 :: (FBO, TextureObject)
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, _fboHalf1 :: (FBO, TextureObject)
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, _fboHalf2 :: (FBO, TextureObject)
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, _fboHalf3 :: (FBO, TextureObject)
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, _fboBase :: (FBO, (TextureObject, TextureObject))
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, _fboCloud :: (FBO, (TextureObject, TextureObject))
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, _fboBloom :: (FBO, TextureObject)
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, _fboColor :: (FBO, TextureObject)
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, _fboPos :: (FBO, TextureObject)
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, _fboLighting :: (FBO, TextureObject)
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, _fboLightingHigh :: (FBO, TextureObject)
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, _fboShadow :: (FBO, (TextureObject,TextureObject))
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, _rboBaseBloom :: GLuint -- RenderbufferObject id
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, _matUBO :: GLuint -- BufferObject id
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}
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makeLenses ''RenderData
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makeLenses ''FBO
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+20
-10
@@ -111,7 +111,8 @@ doDrawing win pdata u = do
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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setViewportSize (round winx `div` resFact) (round winy `div` resFact)
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bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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clearColor $= Color4 0 0 0 0
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clear [ColorBuffer, DepthBuffer]
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depthFunc $= Just Less
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@@ -148,7 +149,8 @@ doDrawing win pdata u = do
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-- nTextArrayVs <- pokePoint33s (shadVBOptr $ _textureArrayShader pdata) (_floorTiles w)
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drawShader (_textureArrayShader pdata) nFls
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--draw lightmap into its own buffer
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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createLightMap
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pdata
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lightPoints
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@@ -162,14 +164,16 @@ doDrawing win pdata u = do
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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--apply lightmap to base buffer
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bindFramebuffer Framebuffer $= pdata ^. fboBase . _1 --fst (_fboBase pdata)
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--bindFramebuffer Framebuffer $= pdata ^. fboBase . _1 --fst (_fboBase pdata)
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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--textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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textureBinding Texture2D $= pdata ^? fboLighting . _2 -- Just (snd $ _fboLighting pdata)
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blend $= Enabled
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blendFunc $= (Zero, OneMinusSrcColor)
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drawShader (_fullscreenShader pdata) 4
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--draw bloom onto bloom buffer
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bindFramebuffer Framebuffer $= pdata ^. fboBloom . _1 --fst (_fboBloom pdata)
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--bindFramebuffer Framebuffer $= pdata ^. fboBloom . _1 --fst (_fboBloom pdata)
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBloom . _1 . unFBO)
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clear [ColorBuffer]
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depthFunc $= Just Less
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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@@ -180,7 +184,8 @@ doDrawing win pdata u = do
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--depthMask $= Enabled
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--setup downscale viewport for blurring bloom
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setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
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bindFramebuffer Framebuffer $= fst (_fboHalf1 pdata)
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--bindFramebuffer Framebuffer $= fst (_fboHalf1 pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboHalf1 pdata)))
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depthFunc $= Just Always
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textureBinding Texture2D $= pdata ^? fboBloom . _2 -- Just (snd $ _fboBloom pdata)
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blend $= Disabled
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@@ -189,7 +194,8 @@ doDrawing win pdata u = do
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blend $= Enabled
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setViewportSize (round winx `div` resFact) (round winy `div` resFact)
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--draw clouds onto cloud buffer
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bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
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--bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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depthFunc $= Just Lequal
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depthMask $= Disabled
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clearColor $= Color4 0.5 0.5 0.5 0
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@@ -212,7 +218,8 @@ doDrawing win pdata u = do
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----draw lightmap for cloud buffer
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depthMask $= Disabled
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blend $= Enabled
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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createLightMap
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pdata
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lightPoints
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@@ -226,7 +233,8 @@ doDrawing win pdata u = do
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clearColor $= Color4 0 0 0 0
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--apply lightmap to cloud buffer
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clearColor $= Color4 0 0 0 0
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bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
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--bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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depthMask $= Disabled
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drawBuffers $= [FBOColorAttachment 0, NoBuffers]
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depthFunc $= Just Always
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@@ -237,7 +245,8 @@ doDrawing win pdata u = do
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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-- bind base buffer for drawing bloom then clouds
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bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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--Draw blurred bloom onto base buffer
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blend $= Enabled
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blendFunc $= (SrcAlpha, One)
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@@ -266,7 +275,8 @@ doDrawing win pdata u = do
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drawShader (_barrelShader pdata) 1
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fboList =
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take (length rds - 1) (concat (repeat [fst $ _fbo2 pdata, fst $ _fbo3 pdata]))
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++ [defaultFramebufferObject]
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-- ++ [defaultFramebufferObject]
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++ [FBO 0]
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toList = fst (snd (_fboBase pdata)) : concat (repeat [snd $ _fbo2 pdata, snd $ _fbo3 pdata])
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bindings = zipWith (>>) (map bindFBO fboList) (map bindTO toList)
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activeTexture $= TextureUnit 1
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+46
-39
@@ -1,74 +1,81 @@
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{- | For initialising framebuffers.
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-}
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module Framebuffer.Setup
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( setupTextureFramebuffer
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, setupFramebufferGivenStencil
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, setupFramebuffer2GivenStencil
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, setupShadowFramebuffer
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) where
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import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
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import Graphics.GL.Core43
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-- | For initialising framebuffers.
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module Framebuffer.Setup (
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setupTextureFramebuffer,
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setupFramebufferGivenStencil,
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setupFramebuffer2GivenStencil,
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setupShadowFramebuffer,
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) where
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setupTextureFramebuffer
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:: GLsizei
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-> GLsizei
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-> IO (FramebufferObject, TextureObject)
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import Data.Preload.Render
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import GLHelp
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import Graphics.GL.Core45
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import Graphics.Rendering.OpenGL hiding (Point, imageHeight, scale, translate)
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setupTextureFramebuffer ::
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GLsizei ->
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GLsizei ->
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IO (FBO, TextureObject)
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{-# INLINE setupTextureFramebuffer #-}
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setupTextureFramebuffer x y = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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--fboName <- genObjectName
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--bindFramebuffer Framebuffer $= fboName
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fboName <- mglCreateSingle glCreateFramebuffers
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fboTO <- genObjectName
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textureBinding Texture2D $= Just fboTO
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glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 x y
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textureFilter Texture2D $= minMagFilter
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framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
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--framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
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glNamedFramebufferTexture fboName GL_COLOR_ATTACHMENT0 (unTexture fboTO) 0
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fboStatus <- framebufferStatus Framebuffer
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case fboStatus of
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Complete -> return ()
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_ -> putStrLn $ "Texture framebuffer status: " ++ show fboStatus
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return (fboName, fboTO)
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return (FBO fboName, fboTO)
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setupShadowFramebuffer :: IO (FramebufferObject,(TextureObject,TextureObject))
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setupShadowFramebuffer :: IO (FBO, (TextureObject, TextureObject))
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setupShadowFramebuffer = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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--fboName <- genObjectName
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--bindFramebuffer Framebuffer $= fboName
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fboName <- mglCreateSingle glCreateFramebuffers
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toName <- genObjectName
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toName2 <- genObjectName
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--textureBinding Texture2DArray $= Just toName
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--framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer rboName
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return (fboName,(toName,toName2))
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return (FBO fboName, (toName, toName2))
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setupFramebufferGivenStencil
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:: GLuint -- RenderbufferObject
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-> IO (FramebufferObject, TextureObject)
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setupFramebufferGivenStencil ::
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GLuint -> -- RenderbufferObject
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IO (FBO, TextureObject)
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{-# INLINE setupFramebufferGivenStencil #-}
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setupFramebufferGivenStencil rboName = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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--fboName <- genObjectName
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--bindFramebuffer Framebuffer $= fboName
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fboName <- mglCreateSingle glCreateFramebuffers
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toName <- genObjectName
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--framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer rboName
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glFramebufferRenderbuffer GL_FRAMEBUFFER GL_DEPTH_STENCIL_ATTACHMENT GL_RENDERBUFFER rboName
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glNamedFramebufferRenderbuffer fboName GL_DEPTH_STENCIL_ATTACHMENT GL_RENDERBUFFER rboName
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fboStatus <- framebufferStatus Framebuffer
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case fboStatus of
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Complete -> return ()
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_ -> putStrLn $ "Framebuffer with given stencil status: " ++ show fboStatus
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return (fboName,toName)
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setupFramebuffer2GivenStencil
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:: GLuint -- RenderbufferObject
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-> IO (FramebufferObject, (TextureObject,TextureObject))
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return (FBO fboName, toName)
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setupFramebuffer2GivenStencil ::
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GLuint -> -- RenderbufferObject
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IO (FBO, (TextureObject, TextureObject))
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setupFramebuffer2GivenStencil rboName = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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--fboName <- genObjectName
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--bindFramebuffer Framebuffer $= fboName
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fboName <- mglCreateSingle glCreateFramebuffers
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toName <- genObjectName
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toName2 <- genObjectName
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--framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer rboName
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glFramebufferRenderbuffer GL_FRAMEBUFFER GL_DEPTH_STENCIL_ATTACHMENT GL_RENDERBUFFER rboName
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glNamedFramebufferRenderbuffer fboName GL_DEPTH_STENCIL_ATTACHMENT GL_RENDERBUFFER rboName
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fboStatus <- framebufferStatus Framebuffer
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case fboStatus of
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Complete -> return ()
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_ -> putStrLn $ "Framebuffer with given stencil and two texture objects status: " ++ show fboStatus
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return (fboName,(toName,toName2))
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return (FBO fboName, (toName, toName2))
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minMagFilter :: ((TextureFilter, Maybe TextureFilter),TextureFilter)
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minMagFilter = ((Nearest,Nothing),Nearest)
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minMagFilter :: ((TextureFilter, Maybe TextureFilter), TextureFilter)
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minMagFilter = ((Nearest, Nothing), Nearest)
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+22
-20
@@ -7,6 +7,7 @@ module Framebuffer.Update
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)
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where
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import Data.Preload.Render
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import GLHelp
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import Graphics.Rendering.OpenGL
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import Graphics.GL.Core45
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@@ -44,8 +45,6 @@ resizeRBO
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resizeRBO rboName xsize ysize = do
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let xsize' = fromIntegral xsize
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ysize' = fromIntegral ysize
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--bindRenderbuffer Renderbuffer $= rboName
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--renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize xsize' ysize')
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glNamedRenderbufferStorage
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rboName
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GL_DEPTH24_STENCIL8
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@@ -57,7 +56,7 @@ updateFBOTO
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-> ((TextureFilter, Maybe TextureFilter),TextureFilter)
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-> GLenum -- ^ internal color format
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-> RenderData
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-> ALens' RenderData (FramebufferObject, TextureObject)
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-> ALens' RenderData (FBO, TextureObject)
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-> IO RenderData
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updateFBOTO xsize ysize mmfilt inFormat pdata target = do
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newfbo2 <- resizeFBOTO (pdata ^# target) xsize ysize mmfilt inFormat
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@@ -70,18 +69,20 @@ updateFBOTO2
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-> GLenum -- ^ internal color format texture1
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-> GLenum -- ^ internal color format texture2
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-> RenderData
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-> ALens' RenderData (FramebufferObject, (TextureObject,TextureObject))
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-> ALens' RenderData (FBO, (TextureObject,TextureObject))
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-> IO RenderData
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updateFBOTO2 xsize ysize mmfilt inFormat1 inFormat2 pdata target = do
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newfbo2 <- resizeFBOTO2 (pdata ^# target) xsize ysize mmfilt inFormat1 inFormat2
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return $ storing target newfbo2 pdata
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resizeShadowFBO :: (FramebufferObject, (TextureObject,TextureObject))
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-> Int -> Int -> IO (FramebufferObject, (TextureObject,TextureObject))
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-- note we only really "change" the texture objects
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resizeShadowFBO :: (FBO, (TextureObject,TextureObject))
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-> Int -> Int -> IO (FBO, (TextureObject,TextureObject))
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resizeShadowFBO (fboname,(oldto1,oldto2)) xsize ysize = do
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let xsize' = fromIntegral xsize
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ysize' = fromIntegral ysize
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bindFramebuffer Framebuffer $= fboname
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--bindFramebuffer Framebuffer $= fboname
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO fboname)
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deleteObjectName oldto1
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deleteObjectName oldto2
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to1 <- genObjectName
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@@ -89,30 +90,28 @@ resizeShadowFBO (fboname,(oldto1,oldto2)) xsize ysize = do
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textureBinding Texture2DArray $= Just to1
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glTexStorage3D GL_TEXTURE_2D_ARRAY 1 GL_RGBA8 xsize' ysize' 10
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textureFilter Texture2DArray $= minMagFilter
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glFramebufferTexture GL_FRAMEBUFFER GL_COLOR_ATTACHMENT0 (unTexture to1) 0
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glNamedFramebufferTexture (_unFBO fboname) GL_COLOR_ATTACHMENT0 (unTexture to1) 0
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textureBinding Texture2DArray $= Just to2
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glTexStorage3D GL_TEXTURE_2D_ARRAY 1 GL_DEPTH24_STENCIL8 xsize' ysize' 10
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textureFilter Texture2DArray $= minMagFilter
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glFramebufferTexture GL_FRAMEBUFFER GL_DEPTH_STENCIL_ATTACHMENT (unTexture to2) 0
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glNamedFramebufferTexture (_unFBO fboname) GL_DEPTH_STENCIL_ATTACHMENT (unTexture to2) 0
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fboStatus <- framebufferStatus Framebuffer
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case fboStatus of
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Complete -> return ()
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_ -> error $ "after resize, resizeFBOTO2 framebuffer status:" ++ show fboStatus
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return (fboname,(to1,to2))
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unTexture :: TextureObject -> GLuint
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unTexture (TextureObject t) = t
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resizeFBOTO2
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:: (FramebufferObject , (TextureObject,TextureObject))
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:: (FBO , (TextureObject,TextureObject))
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-> Int
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-> Int
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-> ((TextureFilter, Maybe TextureFilter),TextureFilter)
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-> GLenum -- ^ internal color format1
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-> GLenum -- ^ internal color format2
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-> IO (FramebufferObject, (TextureObject,TextureObject))
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-> IO (FBO, (TextureObject,TextureObject))
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resizeFBOTO2 (fboName,(toOld1,toOld2)) xsize ysize mmfilt inFormat1 inFormat2 = do
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bindFramebuffer Framebuffer $= fboName
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--bindFramebuffer Framebuffer $= fboName
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO fboName)
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let xsize' = fromIntegral xsize
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ysize' = fromIntegral ysize
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deleteObjectName toOld1
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@@ -126,7 +125,8 @@ resizeFBOTO2 (fboName,(toOld1,toOld2)) xsize ysize mmfilt inFormat1 inFormat2 =
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textureBinding Texture2D $= Just toName2
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glTexStorage2D GL_TEXTURE_2D 1 inFormat2 xsize' ysize'
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textureFilter Texture2D $= mmfilt
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framebufferTexture2D Framebuffer (ColorAttachment 1) Texture2D toName2 0
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--framebufferTexture2D Framebuffer (ColorAttachment 1) Texture2D toName2 0
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glNamedFramebufferTexture (_unFBO fboName) GL_COLOR_ATTACHMENT1 (unTexture toName2) 0
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drawBuffers $= [FBOColorAttachment 0,FBOColorAttachment 1]
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fboStatus <- framebufferStatus Framebuffer
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case fboStatus of
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@@ -135,14 +135,15 @@ resizeFBOTO2 (fboName,(toOld1,toOld2)) xsize ysize mmfilt inFormat1 inFormat2 =
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return (fboName, (toName1,toName2))
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resizeFBOTO
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:: (FramebufferObject , TextureObject)
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:: (FBO , TextureObject)
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-> Int
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-> Int
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-> ((TextureFilter, Maybe TextureFilter),TextureFilter)
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-> GLenum -- ^ internal color format
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-> IO (FramebufferObject, TextureObject)
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-> IO (FBO, TextureObject)
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resizeFBOTO (fboName,toOld) xsize ysize mmfilt inFormat = do
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bindFramebuffer Framebuffer $= fboName
|
||||
--bindFramebuffer Framebuffer $= fboName
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fboName)
|
||||
let xsize' = fromIntegral xsize
|
||||
ysize' = fromIntegral ysize
|
||||
deleteObjectName toOld
|
||||
@@ -150,7 +151,8 @@ resizeFBOTO (fboName,toOld) xsize ysize mmfilt inFormat = do
|
||||
textureBinding Texture2D $= Just toName
|
||||
glTexStorage2D GL_TEXTURE_2D 1 inFormat xsize' ysize'
|
||||
textureFilter Texture2D $= mmfilt
|
||||
framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D toName 0
|
||||
glNamedFramebufferTexture (_unFBO fboName) GL_COLOR_ATTACHMENT0 (unTexture toName) 0
|
||||
--framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D toName 0
|
||||
fboStatus <- framebufferStatus Framebuffer
|
||||
case fboStatus of
|
||||
Complete -> return ()
|
||||
|
||||
@@ -3,6 +3,7 @@ import Foreign.Ptr
|
||||
import Foreign.Marshal
|
||||
import Foreign.Storable
|
||||
import Graphics.GL.Core45
|
||||
import Graphics.Rendering.OpenGL hiding (Point, imageHeight, scale, translate)
|
||||
|
||||
|
||||
mglCreateSingle :: (GLsizei -> Ptr GLuint -> IO ()) -> IO GLuint
|
||||
@@ -10,3 +11,7 @@ mglCreateSingle f = do
|
||||
alloca $ \nameptr -> do
|
||||
f 1 nameptr
|
||||
peek nameptr
|
||||
|
||||
unTexture :: TextureObject -> GLuint
|
||||
unTexture (TextureObject t) = t
|
||||
|
||||
|
||||
@@ -176,8 +176,6 @@ preloadRender = do
|
||||
framebuf3 <- setupTextureFramebuffer 800 600
|
||||
|
||||
rboBaseBloomName <- mglCreateSingle glCreateRenderbuffers
|
||||
--bindRenderbuffer Renderbuffer $= rboBaseBloomName
|
||||
--renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
|
||||
glNamedRenderbufferStorage
|
||||
rboBaseBloomName
|
||||
GL_DEPTH24_STENCIL8
|
||||
|
||||
+9
-6
@@ -143,15 +143,17 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
|
||||
|
||||
-- assumes that vertices have already been sent to the shader
|
||||
pingPongBetween ::
|
||||
(FramebufferObject, TextureObject) ->
|
||||
(FramebufferObject, TextureObject) ->
|
||||
(FBO, TextureObject) ->
|
||||
(FBO, TextureObject) ->
|
||||
FullShader ->
|
||||
IO ()
|
||||
pingPongBetween (fb1, to1) (fb2, to2) fs = do
|
||||
bindFramebuffer Framebuffer $= fb2
|
||||
--bindFramebuffer Framebuffer $= fb2
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb2)
|
||||
textureBinding Texture2D $= Just to1
|
||||
drawShader fs 4
|
||||
bindFramebuffer Framebuffer $= fb1
|
||||
--bindFramebuffer Framebuffer $= fb1
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb1)
|
||||
textureBinding Texture2D $= Just to2
|
||||
drawShader fs 4
|
||||
|
||||
@@ -179,5 +181,6 @@ renderLayer layer shads counts = do
|
||||
bindTO :: TextureObject -> IO ()
|
||||
bindTO t = textureBinding Texture2D $= Just t
|
||||
|
||||
bindFBO :: FramebufferObject -> IO ()
|
||||
bindFBO fb = bindFramebuffer Framebuffer $= fb
|
||||
bindFBO :: FBO -> IO ()
|
||||
bindFBO fb = --bindFramebuffer Framebuffer $= fb
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb)
|
||||
|
||||
Reference in New Issue
Block a user