This commit is contained in:
2025-11-12 21:23:03 +00:00
parent 383beeae82
commit be64e786f9
3 changed files with 122 additions and 142 deletions
+69 -88
View File
@@ -94,40 +94,14 @@ doDrawing' win pdata u = do
(V.fromList $ w ^. cWorld . lWorld . dusts)
-- bind wall points, silhouette data, surface geometry
bufferShaderLayers shadV pokeCounts
mapM_
(uncurry bufferPokedVBO)
[ (_vboShapes pdata, nShapeVs)
-- , (pdata ^. cloudVBO, nCloudVs) should probably do it this way
-- eventually
]
mapM_
(uncurry bufferEBO)
[-- (_cloudEBO pdata, nCloudIs)
(_shapeEBO pdata, nIndices)
]
bufferPokedVBO (_vboShapes pdata) nShapeVs
bufferPokedVBO (pdata ^. winVBO) nWins
bufferPokedVBO (pdata ^. wallVBO) trueNWalls
bufferPokedVBO (pdata ^. cloudVBO) nCloudVs
bufferEBO (_shapeEBO pdata) nIndices
bufferEBO (pdata ^. silhouetteEBO) nSilIndices
-- set the coordinate uniform ready for drawing elements using world coordinates
bufferPerspectiveMatrixUBO cfig (w ^. wCam) (pdata ^. matUBO)
glNamedBufferSubData (pdata ^. winVBO . vboName) 0
(fromIntegral $ nWins * sizeOf (0::Float) * 8)
(pdata ^. winVBO . vboPtr)
-- bufferFloatBO function
glNamedBufferSubData (pdata ^. wallVBO . vboName) 0
(fromIntegral $ trueNWalls * sizeOf (0::Float) * 8)
(pdata ^. wallVBO . vboPtr)
-- glNamedBufferSubData (pdata ^. vboShapes . vboName) 0
-- (fromIntegral $ nShapeVs * shapeVerxSize)
-- (pdata ^. vboShapes . vboPtr)
glNamedBufferSubData (pdata ^. shapeEBO . uiboName) 0
(fromIntegral $ nIndices * (sizeOf (0::GLuint)))
(pdata ^. shapeEBO . uiboPtr)
bufferEBO (pdata ^. silhouetteEBO) nSilIndices
-- withArray [0::Float,0,30,1,1,1,1,1] $
-- glNamedBufferSubData (pdata ^. cloudVBO . vboName) 0
-- (fromIntegral (sizeOf (0::Float)) * 8)
glNamedBufferSubData (pdata ^. cloudVBO . vboName)
0
(fromIntegral $ 8 * nCloudVs * (sizeOf (0::Float)))
(pdata ^. cloudVBO . vboPtr)
setViewport _gr_world_res cfig
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
glDepthMask GL_TRUE
@@ -136,11 +110,11 @@ doDrawing' win pdata u = do
-- clear depth and stencil buffers
glStencilMask 255 -- to alter the entire stencil
glClearNamedFramebufferfi
(pdata ^. fboBase . _1 . unFBO)
GL_DEPTH_STENCIL
0
1
0
(pdata ^. fboBase . _1 . unFBO)
GL_DEPTH_STENCIL
0
1
0
-- draw wall occlusions from the camera's point of view
glStencilFunc GL_NOTEQUAL 128 255
glStencilOp GL_KEEP GL_KEEP GL_REPLACE
@@ -148,7 +122,7 @@ doDrawing' win pdata u = do
glCullFace GL_BACK
unless (debugOn Remove_LOS cfig) $ do
glUseProgram (pdata ^. ceilingStencilShader . shaderUINT)
-- glBindVertexArray $ pdata ^. ceilingStencilShader . shaderVAO . vaoName
-- glBindVertexArray $ pdata ^. ceilingStencilShader . shaderVAO . vaoName
glBindVertexArray $ pdata ^. dummyVAO . vaoName
glEnable GL_DEPTH_CLAMP
glDrawArrays
@@ -168,12 +142,12 @@ doDrawing' win pdata u = do
--draw walls onto base buffer
glEnable GL_CULL_FACE
glCullFace GL_BACK
-- glUseProgram (pdata ^. wallShader . shaderUINT)
-- glBindVertexArray $ pdata ^. wallShader . shaderVAO . vaoName
-- glDrawArrays
-- (_unPrimitiveMode $ pdata ^. wallShader . shaderPrimitive)
-- 0
-- (fromIntegral trueNWalls)
-- glUseProgram (pdata ^. wallShader . shaderUINT)
-- glBindVertexArray $ pdata ^. wallShader . shaderVAO . vaoName
-- glDrawArrays
-- (_unPrimitiveMode $ pdata ^. wallShader . shaderPrimitive)
-- 0
-- (fromIntegral trueNWalls)
glUseProgram (pdata ^. pullWallShader . shaderUINT)
--glBindVertexArray $ pdata ^. dummyVAO . vaoName
glDrawArrays GL_TRIANGLES 0 (fromIntegral trueNWalls * 6)
@@ -256,11 +230,11 @@ doDrawing' win pdata u = do
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
--glDrawArrays GL_TRIANGLES 0 6
-- glDrawElements
-- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
-- (fromIntegral nCloudIs)
-- GL_UNSIGNED_INT
-- nullPtr
-- glDrawElements
-- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
-- (fromIntegral nCloudIs)
-- GL_UNSIGNED_INT
-- nullPtr
glDepthMask GL_TRUE
--setup downscale viewport for blurring bloom
@@ -273,15 +247,18 @@ doDrawing' win pdata u = do
-- this all needs more tuning + more thought
-- a fade effect would be cool, so not to fully reset last frames bloom
-- buffers...
-- withArray [0, 0, 0, 0] $
-- glClearNamedFramebufferfv (pdata ^. fboHalf1 . _1 . unFBO) GL_COLOR 0
-- withArray [0, 0, 0, 0] $
-- glClearNamedFramebufferfv (pdata ^. fboHalf2 . _1 . unFBO) GL_COLOR 0
-- glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
-- withArray [0, 0, 0, 0] $
-- glClearNamedFramebufferfv (pdata ^. fboHalf1 . _1 . unFBO) GL_COLOR 0
-- withArray [0, 0, 0, 0] $
-- glClearNamedFramebufferfv (pdata ^. fboHalf2 . _1 . unFBO) GL_COLOR 0
-- glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
drawShader (_bloomBlurShader pdata) 4
when (cfig ^. gr_bloom) $ do
replicateM_ 2 $ pingPongBetween
(_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
replicateM_ 2 $
pingPongBetween
(_fboHalf1 pdata)
(_fboHalf2 pdata)
(_bloomBlurShader pdata)
glEnable GL_BLEND
setViewport _gr_world_res cfig
--draw clouds onto cloud buffer
@@ -302,20 +279,20 @@ doDrawing' win pdata u = do
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
--glDrawArrays GL_TRIANGLES 0 6
---- glDrawElements
---- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
---- (fromIntegral nCloudIs)
---- GL_UNSIGNED_INT
---- nullPtr
-- glEnable GL_CULL_FACE
-- glEnable GL_DEPTH_CLAMP
-- glCullFace GL_BACK
---- drawShader (_windowShader pdata) nWins
-- glDisable GL_DEPTH_CLAMP
-- glDisable GL_CULL_FACE
---- glDrawElements
---- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
---- (fromIntegral nCloudIs)
---- GL_UNSIGNED_INT
---- nullPtr
-- glEnable GL_CULL_FACE
-- glEnable GL_DEPTH_CLAMP
-- glCullFace GL_BACK
---- drawShader (_windowShader pdata) nWins
-- glDisable GL_DEPTH_CLAMP
-- glDisable GL_CULL_FACE
when (_gr_cloud_shadows cfig) $ do
----render transparency depths
-- glDepthMask GL_TRUE
-- glDepthMask GL_TRUE
glDepthFunc GL_ALWAYS
glDisable GL_BLEND
withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
@@ -333,7 +310,7 @@ doDrawing' win pdata u = do
glBlendFunci 2 GL_SRC_ALPHA GL_ONE
glUseProgram (pdata ^. cloudShader . shaderUINT)
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
-- glDepthMask GL_TRUE
-- glDepthMask GL_TRUE
glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
--glDrawArrays GL_TRIANGLES 0 6
----glDrawElements
@@ -342,12 +319,12 @@ doDrawing' win pdata u = do
---- GL_UNSIGNED_INT
---- nullPtr
---
-- glEnable GL_CULL_FACE
-- glEnable GL_DEPTH_CLAMP
-- glCullFace GL_BACK
---- drawShader (_windowShader pdata) nWins
-- glDisable GL_DEPTH_CLAMP
-- glDisable GL_CULL_FACE
-- glEnable GL_CULL_FACE
-- glEnable GL_DEPTH_CLAMP
-- glCullFace GL_BACK
---- drawShader (_windowShader pdata) nWins
-- glDisable GL_DEPTH_CLAMP
-- glDisable GL_CULL_FACE
-- drawShader (_windowShader pdata) nWins
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboPos . _1 . unFBO)
withArray [0, 0, 0, 0] $ \ptr ->
@@ -386,8 +363,8 @@ doDrawing' win pdata u = do
glDepthFunc GL_LEQUAL
glCullFace GL_BACK
glDisable GL_BLEND
-- glDepthFunc GL_ALWAYS
-- glDisable GL_CULL_FACE
-- glDepthFunc GL_ALWAYS
-- glDisable GL_CULL_FACE
glUseProgram $ pdata ^. windowPullShader . shaderUINT
glBindVertexArray $ pdata ^. dummyVAO . vaoName
glDrawArrays GL_TRIANGLES 0 (fromIntegral nWins * 6)
@@ -408,17 +385,16 @@ doDrawing' win pdata u = do
drawShader (_fullscreenShader pdata) 4
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
-- bind base buffer for drawing clouds and bloom
--glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
-- --draw shadowed clouds onto base buffer
-- glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _1 . unTO)
-- drawShader (_fullscreenShader pdata) 4
-- --draw shadowed clouds onto base buffer
-- glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _1 . unTO)
-- drawShader (_fullscreenShader pdata) 4
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
-- --draw windows onto base buffer
-- --draw windows onto base buffer
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
glBindTextureUnit 0 (pdata ^. fboWindow . _2 . _1 . unTO)
glBindTextureUnit 1 (pdata ^. fboWindow . _2 . _2 . unTO)
@@ -433,8 +409,7 @@ doDrawing' win pdata u = do
--glBlendFunc GL_ONE GL_ONE
glBindTextureUnit 0 (_unTO . snd $ _fboHalf1 pdata)
drawShader (_fullscreenShader pdata) 4
-- glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
-- glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
--set viewport for radial distortion
--setViewportSize (round winx) (round winy)
@@ -479,10 +454,16 @@ doDrawing' win pdata u = do
SDL.glSwapWindow win
bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO ()
bufferPerspectiveMatrixUBO cfig cam uboid = withArray
(perspectiveMatrixb (cam ^. camRot) (cam ^. camZoom) (cam ^. camCenter)
(V2 (windowXFloat cfig) (windowYFloat cfig)) (cam ^. camViewFrom))
$ glNamedBufferSubData uboid 0 64
bufferPerspectiveMatrixUBO cfig cam uboid =
withArray
( perspectiveMatrixb
(cam ^. camRot)
(cam ^. camZoom)
(cam ^. camCenter)
(V2 (windowXFloat cfig) (windowYFloat cfig))
(cam ^. camViewFrom)
)
$ glNamedBufferSubData uboid 0 64
getDistortions :: Config -> World -> [Distortion]
getDistortions cfig w