Remove renderbuffer from ping-pong framebuffers
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@@ -26,8 +26,8 @@ data RenderData = RenderData
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, _spareFBO :: FramebufferObject
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, _fboTexture :: TextureObject
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, _fboRenderbufferObject :: RenderbufferObject
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, _fbo2 :: (FramebufferObject, TextureObject, RenderbufferObject)
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, _fbo3 :: (FramebufferObject, TextureObject, RenderbufferObject)
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, _fbo2 :: (FramebufferObject, TextureObject)
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, _fbo3 :: (FramebufferObject, TextureObject)
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, _fboFourth1 :: (FramebufferObject, TextureObject)
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, _fboFourth2 :: (FramebufferObject, TextureObject)
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, _fboBase :: (FramebufferObject, TextureObject)
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+3
-30
@@ -54,7 +54,6 @@ doDrawing pdata w = do
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--viewFroms@(viewFromx,viewFromy) = _cameraViewFrom w
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viewFroms = _cameraViewFrom w
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pic = worldPictures w
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-- bind wall points and colors to vbo
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nWalls <- F.foldM (pokeShader $ _wallTextureShader pdata) (map Render22x4 wallPointsCol)
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bindShaderBuffers [_wallTextureShader pdata] [nWalls]
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@@ -143,7 +142,7 @@ doDrawing pdata w = do
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depthFunc $= Just Always
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blendFunc $= (One,Zero)
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-- perform any radial distortion
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case _radDistortion w of
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[] -> do
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bindTO $ snd $ _fboBase pdata
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@@ -156,32 +155,13 @@ doDrawing pdata w = do
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_ <- F.foldM (pokeShader $ _barrelShader pdata) [Render2221 distParam]
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bindShaderBuffers [_barrelShader pdata] [1]
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drawShader (_barrelShader pdata) 1
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fboList = take (length rds - 1) (concat (repeat [fst3 $ _fbo2 pdata,fst3 $ _fbo3 pdata]))
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fboList = take (length rds - 1) (concat (repeat [fst $ _fbo2 pdata,fst $ _fbo3 pdata]))
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++ [defaultFramebufferObject]
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toList = snd (_fboBase pdata) : concat (repeat [snd3 $ _fbo2 pdata,snd3 $ _fbo3 pdata])
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toList = 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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sequence_ $ zipWith (>>) bindings $ map bindDrawDist rds
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activeTexture $= TextureUnit 0
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--activeTexture $= TextureUnit 1
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--bindTO $ snd $ _fboBase pdata
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--let fbolist =
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--let bindDrawDist :: (Point2,Point2,Point2,Float) -> IO ()
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-- bindDrawDist distParam = do
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-- _ <- F.foldM (pokeShader $ _barrelShader pdata) [Render2221 distParam]
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-- bindShaderBuffers [_barrelShader pdata] [1]
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-- drawShader (_barrelShader pdata) 1
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--sequence_ $ zipWith (>>)
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-- (map bindFBO $ concat $ repeat [fst3 $ _fbo2 pdata, fst3 $ _fbo3 pdata])
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-- $ zipWith (>>)
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-- (map bindDrawDist (_radDistortion w) ++ [activeTexture $= TextureUnit 0])
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-- (map bindTO $ concat $ repeat [snd3 $ _fbo2 pdata, snd3 $ _fbo3 pdata])
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--bindFramebuffer Framebuffer $= defaultFramebufferObject
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----bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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--drawShader (_fullscreenShader pdata) 4
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-- draw overlay
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bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
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--depthFunc $= Just Always
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@@ -199,11 +179,6 @@ bindTO t = textureBinding Texture2D $= Just t
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bindFBO :: FramebufferObject -> IO ()
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bindFBO fb = bindFramebuffer Framebuffer $= fb
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fst3 :: (a,b,c) -> a
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fst3 (x,_,_) = x
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snd3 :: (a,b,c) -> b
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snd3 (_,x,_) = x
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--------------------------------------------------------------------------------
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-- note: currently assume there is only one UBO, we only bind it once at setup
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bufferUBO :: [Float] -> IO ()
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@@ -213,7 +188,6 @@ bufferUBO mat = withArray mat $ \ptr ->
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renderBlankWalls
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:: RenderData
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-> Int -- ^ number of walls
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-- -> GLmatrix GLfloat
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-> IO ()
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renderBlankWalls pdata nWalls = do
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cullFace $= Just Back
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@@ -223,7 +197,6 @@ renderBlankWalls pdata nWalls = do
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renderWindows
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:: RenderData
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-> [((Point2,Point2),Point4)] -- ^ List: wall positions and color
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-- -> GLmatrix GLfloat
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-> IO ()
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renderWindows pdata wps = do
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n <- F.foldM (pokeShader $ _wallBlankShader pdata) (map Render22x4 wps)
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@@ -95,8 +95,8 @@ preloadRender = do
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bindShaderBuffers [fsShad,fullscreenAlphaHalveShad] [4,4]
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-- framebuffer for lighting
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(fbo,fboTO,fboRBO) <- setupFramebufferWithStencil
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framebuf2 <- setupFramebufferWithStencil
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framebuf3 <- setupFramebufferWithStencil
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framebuf2 <- setupTextureFramebuffer 600 600
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framebuf3 <- setupTextureFramebuffer 600 600
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rboLightingName <- genObjectName
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bindRenderbuffer Renderbuffer $= rboLightingName
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+2
-22
@@ -32,8 +32,8 @@ resizeSpareFBO xsize ysize xfull yfull pdata = do
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framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer fboRBO
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fboStatus <- framebufferStatus Framebuffer
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putStrLn $ "after resize, framebuffer status:" ++ show fboStatus
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resizeTextureFBO (_fbo2 rdata) xfull yfull
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resizeTextureFBO (_fbo3 rdata) xfull yfull
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resizeFBOTO (_fbo2 rdata) xfull yfull
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resizeFBOTO (_fbo3 rdata) xfull yfull
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resizeRBO (_rboBaseBloom rdata) xfull yfull
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resizeFBOTO (_fboBase rdata) xfull yfull
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resizeFBOTO (_fboBloom rdata) xfull yfull
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@@ -43,26 +43,6 @@ resizeSpareFBO xsize ysize xfull yfull pdata = do
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return pdata
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resizeTextureFBO
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:: (FramebufferObject , TextureObject, RenderbufferObject)
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-> Int
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-> Int
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-> IO ()
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resizeTextureFBO (fboName,fboTO,fboRBO) 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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textureBinding Texture2D $= Just fboTO
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D xsize' ysize') 0 (PixelData RGBA UnsignedByte nullPtr)
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framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
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bindRenderbuffer Renderbuffer $= fboRBO
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize xsize' ysize')
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framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer fboRBO
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fboStatus <- framebufferStatus Framebuffer
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putStrLn $ "after resize, framebuffer status:" ++ show fboStatus
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resizeRBO
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:: RenderbufferObject
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-> Int
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+8
-31
@@ -18,46 +18,23 @@ import qualified Control.Foldl as F
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import Foreign hiding (rotate)
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import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
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--import Data.Foldable
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import Data.Tuple.Extra
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--import Data.Tuple.Extra
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--import qualified Data.IntMap.Strict as IM
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import qualified SDL
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--setWallDepth
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-- :: RenderData
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-- -> [(Point2,Point2)] -- ^ Wall points
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-- -> (Float,Float) -- ^ View from point
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-- -> IO Word32
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--setWallDepth pdata wallPoints (viewFromx,viewFromy) = do
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-- startTicks <- SDL.ticks
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-- colorMask $= Color4 Disabled Disabled Disabled Disabled
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-- nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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-- bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
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--
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-- currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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-- -- reseting this uniform appears to be necessary
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-- uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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-- $= Vector2 viewFromx viewFromy
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---- cullFace $= Just Front
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-- drawShader (_lightingOccludeShader pdata) nWalls
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-- colorMask $= Color4 Enabled Enabled Enabled Enabled
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-- endTicks <- SDL.ticks
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-- return $ endTicks - startTicks
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divideSize :: Int -> Size -> Size
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divideSize i (Size x y) = Size (div x $ fromIntegral i) (div y $ fromIntegral i)
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sizeToTexSize :: Size -> TextureSize2D
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sizeToTexSize (Size x y) = TextureSize2D x y
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{- |
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Determine where light is shining in the world.
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-}
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{- | Determine where light is shining in the world. -}
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createLightMap
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:: RenderData
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-> Int -- Resolution division
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-> [(Point3,Float,Float)] -- Lights
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-> [Polyhedra] -- foreground geometry
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-> [Point2]
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-> [Point2] -- ^ screen polygon
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-> Int -- ^ number of walls
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-> IO ()
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createLightMap pdata resDiv lightPoints fpics scPol nWalls = do
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@@ -156,16 +133,16 @@ createLightMap pdata resDiv lightPoints fpics scPol nWalls = do
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-- disable depth testing for blurring
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{- |
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Blur between two framebuffers.
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Assumes no depth testing is done (depthFunc %= Just Always).
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Assumes no depth testing is done
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-}
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pingPongBlur :: RenderData -> IO ()
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pingPongBlur pdata = do
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bindFramebuffer Framebuffer $= fst3 (_fbo3 pdata)
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textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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bindFramebuffer Framebuffer $= fst (_fbo3 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo2 pdata)
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drawShader (_bloomBlurShader pdata) 4
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bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
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textureBinding Texture2D $= Just (snd3 $ _fbo3 pdata)
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bindFramebuffer Framebuffer $= fst (_fbo2 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo3 pdata)
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drawShader (_bloomBlurShader pdata) 4
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-- assumes that vertices have already been sent to the shader
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