Use immutable storage for fullscreen vbo
This commit is contained in:
+16
-3
@@ -8,14 +8,27 @@ layout (location=1) out vec4 fPos;
|
||||
layout (location=2) out vec4 fNorm;
|
||||
void main()
|
||||
{
|
||||
// there are quite a few intricate controls concerning the normals
|
||||
// we want normals to be bigger towards the center, so that when two clouds
|
||||
// are blended central normals predominate
|
||||
// similarly, we want normals to be bigger the further up the cloud is
|
||||
// finally, we want normals to allow for shadows at the edge of a cloud
|
||||
// when a light is direcly above the cloud
|
||||
float d = dot(vControls,vControls);
|
||||
if (d > 1) {discard;}
|
||||
//fCol = vCol;
|
||||
fCol = vec4(vCol.xyz,vCol.w*(1-d));
|
||||
fPos = vec4(vPosID.xy, vPosID.z + (1-d) * vCenterSize.w, 0.5);
|
||||
vec3 fn1 = (1-d)*vec3(vCenterSize.xyz - fPos.xyz);
|
||||
//float rad = vCenterSize.w;
|
||||
float rad = vCenterSize.w*0.5;
|
||||
float h = (1-d) * rad;
|
||||
fPos = vec4(vPosID.xy, vPosID.z + h, 1);
|
||||
float h1 = float (1 - 0.01*fPos.z);
|
||||
//vec3 fn1 = fPos.z*(1-d)*normalize(vec3(vCenterSize.xyz - fPos.xyz));
|
||||
//vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xyz - fPos.xyz));
|
||||
//vec3 fn1 = vec3(vCenterSize.xyz - fPos.xyz);
|
||||
vec3 fn1 = fPos.z*(1-d)*normalize(vec3(vCenterSize.xyz - (fPos.xyz + vec3(0,0,0.5*h))));
|
||||
//fNorm = vec4(0.5*fn1.xy,fn1.z, 0.5);
|
||||
fNorm = vec4(fn1.xyz, 0.5);
|
||||
//fNorm = vec4(fn1.xyz, fCol.w);
|
||||
fNorm = vec4(fn1,1);
|
||||
//fNorm = vec4(0,0,1, 1);
|
||||
}
|
||||
|
||||
@@ -29,7 +29,7 @@ data RenderData = RenderData
|
||||
, _windowShader :: FullShader
|
||||
, _wallTextureShader :: FullShader
|
||||
-- , _textureArrayShader :: (FullShader,VBO)
|
||||
, _fullscreenShader :: (FullShader,VBO)
|
||||
, _fullscreenShader :: FullShader
|
||||
, _bloomBlurShader :: FullShader
|
||||
, _colorBlurShader :: FullShader
|
||||
, _barrelShader :: (FullShader,VBO)
|
||||
@@ -65,6 +65,7 @@ data RenderData = RenderData
|
||||
, _cloudVBO :: VBO
|
||||
, _cloudShader :: Shader
|
||||
, _cloudEBO :: EBO
|
||||
, _screenTextureVAO :: VAO
|
||||
}
|
||||
|
||||
makeLenses ''RenderData
|
||||
|
||||
@@ -6,8 +6,8 @@ import Picture
|
||||
drawCloud :: CloudDraw -> Cloud -> Picture
|
||||
drawCloud cd = case cd of
|
||||
CloudColor radmult fadet col -> drawCloudWith radmult fadet col
|
||||
DrawGasCloud col -> const . setLayer MidLayer . setDepth 30 $ color (withAlpha 0.05 col)
|
||||
$ circleSolid 20
|
||||
-- DrawGasCloud col -> const . setLayer MidLayer . setDepth 30 $ color (withAlpha 0.05 col)
|
||||
-- $ circleSolid 20
|
||||
|
||||
drawCloudWith :: Float -> Float -> Color -> Cloud -> Picture
|
||||
drawCloudWith radMult fadet col cl = setLayer MidLayer
|
||||
|
||||
@@ -13,7 +13,6 @@ import Geometry
|
||||
|
||||
data CloudDraw
|
||||
= CloudColor Float Float Color -- radius-multiply fade-time color
|
||||
| DrawGasCloud Color
|
||||
deriving (Eq, Ord, Show, Read) --Generic, Flat)
|
||||
|
||||
data Cloud = Cloud
|
||||
|
||||
@@ -88,7 +88,8 @@ baseBlockPane =
|
||||
defaultWall
|
||||
{ _wlLine = (V2 0 0, V2 50 0)
|
||||
, _wlID = 0
|
||||
, _wlColor = greyN 0.5
|
||||
--, _wlColor = greyN 0.5
|
||||
, _wlColor = orange
|
||||
, _wlOpacity = Opaque 10
|
||||
, _wlUnshadowed = True
|
||||
, _wlFireThrough = True
|
||||
|
||||
@@ -107,8 +107,11 @@ doThrust pj w =
|
||||
& cWorld . lWorld . projectiles . ix i . prjVel %~ (\v -> accel +.+ frict *.* v)
|
||||
& soundContinue (ShellSound i) newPos missileLaunchS (Just 1)
|
||||
& makeFlamelet (oldPos -.- vel) 0 (vel +.+ rotateV (pi + sparkD) accel) 3 10
|
||||
& shellTrailCloud (addZ 20 (oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos)))
|
||||
& shellTrailCloud' trailage trailfadetime
|
||||
(addZ 20 (oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos)))
|
||||
where
|
||||
trailage = fst . randomR (300, 500) $ _randGen w
|
||||
trailfadetime = fst . randomR (100, 300) $ _randGen w
|
||||
accel = _prjAcc pj
|
||||
i = _prjID pj
|
||||
oldPos = _prjPos pj
|
||||
|
||||
+25
-10
@@ -5,6 +5,7 @@ module Dodge.Render (
|
||||
|
||||
--import qualified Data.Vector as V
|
||||
|
||||
import Data.List (sortOn)
|
||||
import Shader.Poke.Cloud
|
||||
import GLHelp
|
||||
import Control.Lens
|
||||
@@ -96,7 +97,7 @@ doDrawing' win pdata u = do
|
||||
]
|
||||
bufferPokedVBO (_vboShapes pdata) nShapeVs
|
||||
(nCloudVs,nCloudIs) <- foldM (pokeCloud (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . eboPtr))
|
||||
(0,0) (w ^. cWorld . lWorld . clouds)
|
||||
(0,0) (sortOn (^. clPos . _3) $ w ^. cWorld . lWorld . clouds)
|
||||
bufferPokedVBO (pdata ^. cloudVBO) nCloudVs
|
||||
glNamedBufferSubData
|
||||
(_eboName $ _cloudEBO pdata)
|
||||
@@ -208,7 +209,8 @@ doDrawing' win pdata u = do
|
||||
glBindTexture GL_TEXTURE_2D (pdata ^. fboLighting . _2 . unTO)
|
||||
glEnable GL_BLEND
|
||||
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
|
||||
drawShader (fst $ _fullscreenShader pdata) 4
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
--drawShader (fst $ _fullscreenShader pdata) 4
|
||||
with GL_COLOR_ATTACHMENT0 $ \ptr ->
|
||||
glInvalidateNamedFramebufferData
|
||||
(pdata ^. fboLighting . _1 . unFBO)
|
||||
@@ -241,7 +243,14 @@ doDrawing' win pdata u = do
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
|
||||
glDepthFunc GL_LEQUAL
|
||||
glDepthMask GL_FALSE
|
||||
glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
|
||||
--blendFunc $= (SrcAlphaSaturate,One)
|
||||
--blendColor $= Color4 0.5 0.5 0.5 0.5
|
||||
--blendFuncSeparate $= ((SrcAlphaSaturate,One) , (One,OneMinusSrcAlpha))
|
||||
--blendFuncSeparate $= ((SrcAlpha, OneMinusSrcAlpha), (One, OneMinusSrcAlpha))
|
||||
--glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
|
||||
glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE_MINUS_DST_ALPHA GL_ONE
|
||||
--glBlendFuncSeparate GL_SRC_ALPHA_SATURATE GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
|
||||
--glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
||||
withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
|
||||
withArray [0.5,0.5,0.5,0] $ \ptr -> glClearNamedFramebufferfv
|
||||
(pdata ^. fboCloud . _1 . unFBO)
|
||||
@@ -274,10 +283,15 @@ doDrawing' win pdata u = do
|
||||
2
|
||||
ptr
|
||||
glEnable GL_BLEND
|
||||
--glDisable GL_BLEND
|
||||
-- the idea is to (roughly) get the average position
|
||||
glBlendFunci 1 GL_ONE_MINUS_DST_ALPHA GL_DST_ALPHA
|
||||
-- and to sum the normals
|
||||
glBlendFunci 2 GL_ONE GL_ONE
|
||||
--glBlendFunci 1 GL_ONE_MINUS_DST_ALPHA GL_DST_ALPHA
|
||||
-- or, if we order the clouds, just get the top pos
|
||||
glBlendFunci 1 GL_ONE GL_ZERO
|
||||
-- and to sum the normals (based on the alpha)
|
||||
glBlendFunci 2 GL_SRC_ALPHA GL_ONE
|
||||
-- just get the top normal
|
||||
-- glBlendFunci 2 GL_ONE GL_ZERO
|
||||
glUseProgram (pdata ^. cloudShader . shaderUINT)
|
||||
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
|
||||
glDrawElements
|
||||
@@ -286,6 +300,7 @@ doDrawing' win pdata u = do
|
||||
GL_UNSIGNED_SHORT
|
||||
nullPtr
|
||||
drawShader (_windowShader pdata) nWins
|
||||
glEnable GL_BLEND
|
||||
----draw lightmap for cloud buffer
|
||||
glDepthMask GL_FALSE
|
||||
glDepthFunc GL_LEQUAL
|
||||
@@ -310,7 +325,7 @@ doDrawing' win pdata u = do
|
||||
glBindTexture GL_TEXTURE_2D (_unTO . snd $ _fboLighting pdata)
|
||||
glEnable GL_BLEND
|
||||
glBlendFuncSeparate GL_ZERO GL_ONE_MINUS_SRC_COLOR GL_ZERO GL_ONE
|
||||
drawShader (fst $ _fullscreenShader pdata) 4
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
||||
-- bind base buffer for drawing bloom then clouds
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
|
||||
@@ -318,11 +333,11 @@ doDrawing' win pdata u = do
|
||||
glEnable GL_BLEND
|
||||
glBlendFunc GL_SRC_ALPHA GL_ONE
|
||||
glBindTexture GL_TEXTURE_2D (_unTO . snd $ _fboHalf1 pdata)
|
||||
drawShader (fst $ _fullscreenShader pdata) 4
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
||||
--draw shadowed clouds onto base buffer
|
||||
glBindTexture GL_TEXTURE_2D (pdata ^. fboCloud . _2 . _1 . unTO)
|
||||
drawShader (fst $ _fullscreenShader pdata) 4
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
--set viewport for radial distortion
|
||||
setViewportSize (round winx) (round winy)
|
||||
glDepthFunc GL_ALWAYS
|
||||
@@ -332,7 +347,7 @@ doDrawing' win pdata u = do
|
||||
[] -> do
|
||||
bindTO $ pdata ^. fboBase . _2 . _1
|
||||
glBindFramebuffer GL_FRAMEBUFFER 0
|
||||
drawShader (fst $ _fullscreenShader pdata) 4
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
rds -> do
|
||||
let bindDrawDist :: Distortion -> IO ()
|
||||
bindDrawDist (RadialDistortion (V2 a b) (V2 c d) (V2 e f) g) = do
|
||||
|
||||
@@ -3,7 +3,7 @@ module Dodge.WorldEvent.Cloud (
|
||||
smokeCloudAt,
|
||||
makeThinSmokeAt,
|
||||
makeThickSmokeAt,
|
||||
shellTrailCloud,
|
||||
shellTrailCloud',
|
||||
spawnSmokeAtCursor,
|
||||
makeStartCloudAt,
|
||||
) where
|
||||
@@ -60,10 +60,13 @@ makeThinSmokeAt = makeCloudAt (CloudColor 4 400 (withAlpha 0.05 black)) 5 400 50
|
||||
|
||||
makeStartCloudAt :: Point3 -> World -> World
|
||||
--makeStartCloudAt = makeCloudAt (CloudColor 2 800 white) 10 400 5
|
||||
makeStartCloudAt = makeCloudAt (CloudColor 2 800 white) 10 400 50
|
||||
makeStartCloudAt = makeCloudAt (CloudColor 2 200 white) 10 400 50
|
||||
|
||||
shellTrailCloud :: Point3 -> World -> World
|
||||
shellTrailCloud = makeCloudAt (CloudColor (4 / 3) 800 (greyN 0.5)) 15 400 40
|
||||
shellTrailCloud = makeCloudAt (CloudColor (3/2) 100 (greyN 0.5)) 15 400 80
|
||||
|
||||
shellTrailCloud' :: Int -> Float -> Point3 -> World -> World
|
||||
shellTrailCloud' age fadet = makeCloudAt (CloudColor (3/2) fadet (greyN 0.5)) 15 age 80
|
||||
|
||||
makeFlamerSmokeAt :: Point3 -> World -> World
|
||||
makeFlamerSmokeAt p w = makeCloudAt (CloudColor 4 300 (greyN x)) 6 200 40 p w
|
||||
|
||||
@@ -93,7 +93,7 @@ makeGasCloud pos vel w =
|
||||
Cloud
|
||||
{ _clPos = addZ 20 pos
|
||||
, _clVel = addZ 0 vel
|
||||
, _clPict = DrawGasCloud col
|
||||
, _clPict = CloudColor 3 50 (withAlpha 0.05 col)
|
||||
, _clRad = 10
|
||||
, _clAlt = 25
|
||||
, _clTimer = 400
|
||||
|
||||
+22
-11
@@ -136,18 +136,28 @@ preloadRender = do
|
||||
-- this should really be a 2d texture array
|
||||
basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert, frag] [4, 4] ETriangles
|
||||
-- texture shaders, no textures attached
|
||||
fsShad <- makeShaderSized "texture/simple" [vert, frag] [2, 2] 4 ETriangleStrip
|
||||
-- note we directly poke the shader vertex data here
|
||||
-- could possibly use an indirect draw call
|
||||
pokeArray (shadVBOptr fsShad) $ concat cornerList
|
||||
|
||||
let fsshadvao = fsShad ^. _1 . shadVAO
|
||||
screentexturevbo <- mglCreate glCreateBuffers
|
||||
withArray (concat cornerList) $ \ptr ->
|
||||
glNamedBufferStorage
|
||||
screentexturevbo
|
||||
(fromIntegral $ floatSize * length (concat cornerList))
|
||||
ptr
|
||||
0
|
||||
screentexturevao <- setupVAOvbo' [2,2] 4 screentexturevbo
|
||||
|
||||
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip fsshadvao
|
||||
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip fsshadvao
|
||||
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] ETriangleStrip fsshadvao
|
||||
-- fsShad <- makeShaderSized "texture/simple" [vert, frag] [2, 2] 4 ETriangleStrip
|
||||
-- -- note we directly poke the shader vertex data here
|
||||
-- -- could possibly use an indirect draw call
|
||||
-- pokeArray (shadVBOptr fsShad) $ concat cornerList
|
||||
|
||||
fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] ETriangleStrip screentexturevao
|
||||
|
||||
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip screentexturevao
|
||||
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip screentexturevao
|
||||
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] ETriangleStrip screentexturevao
|
||||
lightingTextureShad <-
|
||||
makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao
|
||||
makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip screentexturevao
|
||||
barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
|
||||
-- blank wallShader
|
||||
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
|
||||
@@ -168,8 +178,8 @@ preloadRender = do
|
||||
(cloudshader, cloudebo)
|
||||
<- makeShaderEBO "cloud/basic" [vert, frag] cloudverxsizes (sum cloudverxsizes)
|
||||
GL_TRIANGLES cloudvbo
|
||||
-- bind fixed vertex data
|
||||
bufferPokedVBO (snd fsShad) 4
|
||||
-- -- bind fixed vertex data
|
||||
-- bufferPokedVBO (snd fsShad) 4
|
||||
framebuf2 <- setupTextureFramebuffer 800 600
|
||||
framebuf3 <- setupTextureFramebuffer 800 600
|
||||
|
||||
@@ -259,6 +269,7 @@ preloadRender = do
|
||||
, _cloudVBO = cloudvbo
|
||||
, _cloudShader = cloudshader
|
||||
, _cloudEBO = cloudebo
|
||||
, _screenTextureVAO = screentexturevao
|
||||
}
|
||||
|
||||
--------------------end preloadRender
|
||||
|
||||
@@ -52,5 +52,5 @@ renderDataResizeUpdate xsize ysize xfull yfull rdata = do
|
||||
"bloomBlur"
|
||||
[(vert, bbVert), (frag, bbFrag')]
|
||||
ETriangleStrip
|
||||
(rdata ^. fullscreenShader . _1 . shadVAO)
|
||||
(rdata ^. screenTextureVAO)
|
||||
return (rdata'{_bloomBlurShader = bbShad})
|
||||
|
||||
+21
-1
@@ -8,6 +8,8 @@ module Shader.Compile (
|
||||
makeShaderSized,
|
||||
makeShaderUsingVAO,
|
||||
setupVAO,
|
||||
setupVAOvbo,
|
||||
setupVAOvbo',
|
||||
setupEBO,
|
||||
setupVertexAttribPointer,
|
||||
) where
|
||||
@@ -195,6 +197,16 @@ shaderTypeExt' _ = undefined
|
||||
setupVAO :: [Int] -> IO (VAO,VBO)
|
||||
setupVAO = setupVAOSized numDrawableElements
|
||||
|
||||
setupVAOvbo' :: [Int] -> Int -> GLuint -> IO VAO
|
||||
setupVAOvbo' sizes strd vbo = do
|
||||
vaoname <- mglCreate glCreateVertexArrays
|
||||
glBindVertexArray vaoname
|
||||
setupVertexAttribs' vbo vaoname sizes strd
|
||||
return $ VAO
|
||||
{ _vaoName = vaoname
|
||||
}
|
||||
|
||||
|
||||
setupVAOvbo :: [Int] -> Int -> VBO -> IO VAO
|
||||
setupVAOvbo sizes strd vbo = do
|
||||
vaoname <- mglCreate glCreateVertexArrays
|
||||
@@ -252,7 +264,15 @@ setupVBOSized ndraw vao sizes = do
|
||||
|
||||
setupVertexAttribs :: VBO -> GLuint -> [Int] -> Int -> IO ()
|
||||
setupVertexAttribs vbo vao sizes strd = do
|
||||
glVertexArrayVertexBuffer vao 0 (vbo ^. vboName) 0 (fromIntegral $ floatSize * strd)
|
||||
glVertexArrayVertexBuffer vao 0 (_vboName vbo) 0 (fromIntegral $ floatSize * strd)
|
||||
forM_ (zip3 [0 ..] sizes offs) $ \(loc, siz, off) -> do
|
||||
setupVertexAttribPointer vao loc siz off
|
||||
where
|
||||
offs = scanl (+) 0 sizes
|
||||
|
||||
setupVertexAttribs' :: GLuint -> GLuint -> [Int] -> Int -> IO ()
|
||||
setupVertexAttribs' vbo vao sizes strd = do
|
||||
glVertexArrayVertexBuffer vao 0 vbo 0 (fromIntegral $ floatSize * strd)
|
||||
forM_ (zip3 [0 ..] sizes offs) $ \(loc, siz, off) -> do
|
||||
setupVertexAttribPointer vao loc siz off
|
||||
where
|
||||
|
||||
@@ -21,10 +21,9 @@ pokeCloudVerx ptr cl nv i (dx, dy) =
|
||||
where
|
||||
V3 cx cy cz = _clPos cl
|
||||
V2 x y = V2 cx cy - rad *.* V2 dx dy
|
||||
rad = _clRad cl
|
||||
V4 r g b a = case _clPict cl of
|
||||
CloudColor _ _ col -> col
|
||||
DrawGasCloud col -> col
|
||||
CloudColor rad' fadet col = _clPict cl
|
||||
(rad,V4 r g b a') = (rad'*_clRad cl, col)
|
||||
a = a' * min 1 (fromIntegral (_clTimer cl) / fadet)
|
||||
|
||||
pokeCloudFloat :: Ptr Float -> Int -> Int -> Float -> IO ()
|
||||
pokeCloudFloat ptr nv i = pokeElemOff ptr (nv * 16 + i)
|
||||
|
||||
Reference in New Issue
Block a user