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
+20 -39
View File
@@ -94,40 +94,14 @@ doDrawing' win pdata u = do
(V.fromList $ w ^. cWorld . lWorld . dusts) (V.fromList $ w ^. cWorld . lWorld . dusts)
-- bind wall points, silhouette data, surface geometry -- bind wall points, silhouette data, surface geometry
bufferShaderLayers shadV pokeCounts bufferShaderLayers shadV pokeCounts
mapM_ bufferPokedVBO (_vboShapes pdata) nShapeVs
(uncurry bufferPokedVBO) bufferPokedVBO (pdata ^. winVBO) nWins
[ (_vboShapes pdata, nShapeVs) bufferPokedVBO (pdata ^. wallVBO) trueNWalls
-- , (pdata ^. cloudVBO, nCloudVs) should probably do it this way bufferPokedVBO (pdata ^. cloudVBO) nCloudVs
-- eventually bufferEBO (_shapeEBO pdata) nIndices
] bufferEBO (pdata ^. silhouetteEBO) nSilIndices
mapM_
(uncurry bufferEBO)
[-- (_cloudEBO pdata, nCloudIs)
(_shapeEBO pdata, nIndices)
]
-- set the coordinate uniform ready for drawing elements using world coordinates -- set the coordinate uniform ready for drawing elements using world coordinates
bufferPerspectiveMatrixUBO cfig (w ^. wCam) (pdata ^. matUBO) 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 setViewport _gr_world_res cfig
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO) glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
glDepthMask GL_TRUE glDepthMask GL_TRUE
@@ -280,8 +254,11 @@ doDrawing' win pdata u = do
-- glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA -- glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
drawShader (_bloomBlurShader pdata) 4 drawShader (_bloomBlurShader pdata) 4
when (cfig ^. gr_bloom) $ do when (cfig ^. gr_bloom) $ do
replicateM_ 2 $ pingPongBetween replicateM_ 2 $
(_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata) pingPongBetween
(_fboHalf1 pdata)
(_fboHalf2 pdata)
(_bloomBlurShader pdata)
glEnable GL_BLEND glEnable GL_BLEND
setViewport _gr_world_res cfig setViewport _gr_world_res cfig
--draw clouds onto cloud buffer --draw clouds onto cloud buffer
@@ -408,7 +385,6 @@ doDrawing' win pdata u = do
drawShader (_fullscreenShader pdata) 4 drawShader (_fullscreenShader pdata) 4
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
-- bind base buffer for drawing clouds and bloom -- bind base buffer for drawing clouds and bloom
--glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata))) --glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO) glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
@@ -435,7 +411,6 @@ doDrawing' win pdata u = do
drawShader (_fullscreenShader pdata) 4 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 --set viewport for radial distortion
--setViewportSize (round winx) (round winy) --setViewportSize (round winx) (round winy)
setViewport (const FullRes) cfig setViewport (const FullRes) cfig
@@ -479,9 +454,15 @@ doDrawing' win pdata u = do
SDL.glSwapWindow win SDL.glSwapWindow win
bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO () bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO ()
bufferPerspectiveMatrixUBO cfig cam uboid = withArray bufferPerspectiveMatrixUBO cfig cam uboid =
(perspectiveMatrixb (cam ^. camRot) (cam ^. camZoom) (cam ^. camCenter) withArray
(V2 (windowXFloat cfig) (windowYFloat cfig)) (cam ^. camViewFrom)) ( perspectiveMatrixb
(cam ^. camRot)
(cam ^. camZoom)
(cam ^. camCenter)
(V2 (windowXFloat cfig) (windowYFloat cfig))
(cam ^. camViewFrom)
)
$ glNamedBufferSubData uboid 0 64 $ glNamedBufferSubData uboid 0 64
getDistortions :: Config -> World -> [Distortion] getDistortions :: Config -> World -> [Distortion]
+24 -23
View File
@@ -5,7 +5,6 @@ module Preload.Render (
-- cleanUpRenderPreload, -- cleanUpRenderPreload,
) where ) where
import Shape.Parameters
import Control.Concurrent import Control.Concurrent
--import Control.Lens --import Control.Lens
import Control.Monad import Control.Monad
@@ -19,6 +18,8 @@ import Shader.AuxAddition
import Shader.Compile import Shader.Compile
import Shader.Data import Shader.Data
import Shader.Parameters import Shader.Parameters
import Shape.Parameters
--import Shape.Parameters --import Shape.Parameters
{- BINDING LIST: {- BINDING LIST:
@@ -44,7 +45,7 @@ preloadRender = do
glNamedBufferStorage winssbo (fromIntegral winssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT glNamedBufferStorage winssbo (fromIntegral winssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_SHADER_STORAGE_BUFFER 1 winssbo glBindBufferBase GL_SHADER_STORAGE_BUFFER 1 winssbo
winptr <- mallocBytes winssbosize winptr <- mallocBytes winssbosize
let winvbo = VBO winssbo winptr 8 let winvbo = VBO winssbo winptr (sizeOf (0::Float) * 8)
let wallsn = 4096 let wallsn = 4096
wallssbo <- mglCreate glCreateBuffers wallssbo <- mglCreate glCreateBuffers
@@ -52,13 +53,12 @@ preloadRender = do
glNamedBufferStorage wallssbo (fromIntegral wallssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT glNamedBufferStorage wallssbo (fromIntegral wallssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_SHADER_STORAGE_BUFFER 2 wallssbo glBindBufferBase GL_SHADER_STORAGE_BUFFER 2 wallssbo
wallssboptr <- mallocBytes wallssbosize wallssboptr <- mallocBytes wallssbosize
let wallvbo = VBO wallssbo wallssboptr 8 let wallvbo = VBO wallssbo wallssboptr (sizeOf (0::Float) * 8)
shapessbo <- mglCreate glCreateBuffers shapessbo <- mglCreate glCreateBuffers
let shapessbosize = fromIntegral shapeVerxSize * 65536 let shapessbosize = fromIntegral shapeVerxSize * 65536
glNamedBufferStorage shapessbo shapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT glNamedBufferStorage shapessbo shapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_SHADER_STORAGE_BUFFER 3 shapessbo glBindBufferBase GL_SHADER_STORAGE_BUFFER 3 shapessbo
--shptr <- mallocArray (fromIntegral shapessbosize)
shptr <- mallocArray (8 * 65536) shptr <- mallocArray (8 * 65536)
let shVBO = VBO shapessbo shptr shapeVerxSize let shVBO = VBO shapessbo shptr shapeVerxSize
@@ -85,7 +85,6 @@ preloadRender = do
dummyvao <- mglCreate glGenVertexArrays dummyvao <- mglCreate glGenVertexArrays
winpull <- makeShaderUsingVAO "pull/window" [vert, frag] pmTriangles (VAO dummyvao) winpull <- makeShaderUsingVAO "pull/window" [vert, frag] pmTriangles (VAO dummyvao)
wallpull <- makeShaderUsingVAO "pull/wall" [vert, frag] pmTriangles (VAO dummyvao) wallpull <- makeShaderUsingVAO "pull/wall" [vert, frag] pmTriangles (VAO dummyvao)
@@ -102,7 +101,11 @@ preloadRender = do
makeShaderUsingVAO "lighting/cap" [vert] pmTriangles (VAO dummyvao) makeShaderUsingVAO "lighting/cap" [vert] pmTriangles (VAO dummyvao)
lightingLineShadowShad <- lightingLineShadowShad <-
makeShaderUsingVAO "lighting/lineShadow" [vert] pmTriangles (VAO dummyvao) makeShaderUsingVAO "lighting/lineShadow" [vert] pmTriangles (VAO dummyvao)
ceilingstencilshader <- makeShaderUsingVAO "ceiling/stencil" [vert] pmTriangles ceilingstencilshader <-
makeShaderUsingVAO
"ceiling/stencil"
[vert]
pmTriangles
(VAO dummyvao) (VAO dummyvao)
putStrLn "Setup 2D shaders" putStrLn "Setup 2D shaders"
@@ -120,20 +123,18 @@ preloadRender = do
, aslist , aslist
, eslist , eslist
] ]
-- initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR -- GL_NEAREST_MIPMAP_LINEAR GL_LINEAR ?
--initTexture2DArray 50 "data/texture/charMapVert16Block.png" 2 16 32 95 GL_NEAREST GL_NEAREST
--initTexture2DArray 50 "data/charMaps/charMapVert16Tall.png" 2 16 32 95 GL_NEAREST GL_NEAREST
initTexture2DArray 50 "data/charMaps/cMap16x32.Custom.png" 2 16 32 256 GL_NEAREST GL_NEAREST initTexture2DArray 50 "data/charMaps/cMap16x32.Custom.png" 2 16 32 256 GL_NEAREST GL_NEAREST
--initTexture2DArray 50 "data/texture/charMapVert8Block.png" 2 8 16 95 GL_NEAREST GL_NEAREST
--initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR
--initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_LINEAR_MIPMAP_NEAREST GL_LINEAR
putStrLn "Setup full screen shaders" putStrLn "Setup full screen shaders"
(_, screentexturevao) <- setupStaticVBOVAO (toFloatVAs [2, 2]) (concat cornerList) (_, screentexturevao) <- setupStaticVBOVAO (toFloatVAs [2, 2]) (concat cornerList)
alphadivideshader <- makeShaderUsingVAO "texture2D/alphaDivide" [vert, frag] pmTriangleStrip screentexturevao alphadivideshader <- makeShaderUsingVAO "texture2D/alphaDivide" [vert, frag] pmTriangleStrip screentexturevao
fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] pmTriangleStrip screentexturevao fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] pmTriangleStrip screentexturevao
transcompshader <- makeShaderUsingVAO transcompshader <-
"fullscreen/transparencyComp" [vert, frag] pmTriangleStrip screentexturevao makeShaderUsingVAO
"fullscreen/transparencyComp"
[vert, frag]
pmTriangleStrip
screentexturevao
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] pmTriangleStrip screentexturevao bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] pmTriangleStrip screentexturevao
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] pmTriangleStrip screentexturevao colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] pmTriangleStrip screentexturevao
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] pmTriangleStrip screentexturevao grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] pmTriangleStrip screentexturevao
@@ -200,8 +201,8 @@ preloadRender = do
, _lightingLineShadowShader = lightingLineShadowShad , _lightingLineShadowShader = lightingLineShadowShad
, _lightingWallShadShader = lightingWallShadShad , _lightingWallShadShader = lightingWallShadShad
, _ceilingStencilShader = ceilingstencilshader , _ceilingStencilShader = ceilingstencilshader
-- , _windowShader = windowshader , -- , _windowShader = windowshader
, _windowPullShader = winpull _windowPullShader = winpull
, _pullWallShader = wallpull , _pullWallShader = wallpull
, _fullscreenShader = fsShad , _fullscreenShader = fsShad
, _transparencyCompShader = transcompshader , _transparencyCompShader = transcompshader
@@ -223,25 +224,25 @@ preloadRender = do
, _fboPos = fboPosName , _fboPos = fboPosName
, _rboBaseBloom = rboBaseBloomName , _rboBaseBloom = rboBaseBloomName
, _matUBO = theUBO , _matUBO = theUBO
-- , _winSSBO = winssbo , -- , _winSSBO = winssbo
-- , _wallSSBO = wallssbo -- , _wallSSBO = wallssbo
-- , _shapeSSBO = shapessbo -- , _shapeSSBO = shapessbo
-- , _ishapeSSBO = ishapessbo -- , _ishapeSSBO = ishapessbo
-- , _ieshapeSSBO = ieshapessbo -- , _ieshapeSSBO = ieshapessbo
-- , _lightsUBO = lightsubo -- , _lightsUBO = lightsubo
-- , _vboWindows = winvbo -- , _vboWindows = winvbo
, _vboShapes = shVBO _vboShapes = shVBO
, _floorVBO = floorvbo , _floorVBO = floorvbo
, _floorShader = floorshader , _floorShader = floorshader
, _chasmVBO = chasmvbo , _chasmVBO = chasmvbo
, _chasmShader = chasmshader , _chasmShader = chasmshader
, _wallVBO = wallvbo , _wallVBO = wallvbo
, _winVBO = winvbo , _winVBO = winvbo
-- , _wallShader = wallshader , -- , _wallShader = wallshader
, _cloudVBO = cloudvbo _cloudVBO = cloudvbo
, _cloudShader = cloudshader , _cloudShader = cloudshader
-- , _cloudEBO = cloudebo , -- , _cloudEBO = cloudebo
, _screenTextureVAO = screentexturevao _screenTextureVAO = screentexturevao
, _dummyVAO = VAO dummyvao , _dummyVAO = VAO dummyvao
} }
+3 -5
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@@ -83,12 +83,10 @@ data VBO = VBO
-- add int for AMOUNT of data poked! -- add int for AMOUNT of data poked!
} }
data BOType = WindowPoss
data FloatBO = FloatBO data FloatBO = FloatBO
{ _boName :: GLuint { _flboName :: GLuint
, _boPtr :: Ptr Float , _flboPtr :: Ptr Float
, _boType :: BOType , _flboStride :: Int
} }
data UintBO = UintBO data UintBO = UintBO