Performance improvements, combine cap and geometry buffer
This commit is contained in:
@@ -32,6 +32,7 @@ import Sound.Data
|
||||
import qualified DoubleStack as DS
|
||||
import Dodge.GameRoom
|
||||
import Color
|
||||
import Shape
|
||||
|
||||
import GHC.Generics
|
||||
import Control.Lens
|
||||
@@ -74,6 +75,7 @@ data World = World
|
||||
, _sounds :: M.Map SoundOrigin Sound
|
||||
, _playingSounds :: M.Map SoundOrigin Sound
|
||||
, _decorations :: IM.IntMap Picture
|
||||
, _foregroundShape :: Shape
|
||||
, _foregroundDecorations :: [Polyhedra]
|
||||
, _foregroundEdgeVerx :: [Point3]
|
||||
, _corpses :: Zone [Corpse]
|
||||
|
||||
@@ -79,6 +79,7 @@ defaultWorld = World
|
||||
, _debugFlags = defaultDebugFlags
|
||||
, _inventoryMode = TopInventory
|
||||
, _lClickHammer = HammerUp
|
||||
, _foregroundShape = mempty
|
||||
, _foregroundDecorations = []
|
||||
, _foregroundEdgeVerx = []
|
||||
, _radDistortion = []
|
||||
|
||||
@@ -24,6 +24,7 @@ import Picture.Data
|
||||
import Tile
|
||||
import Polyhedra
|
||||
import Polyhedra.Data
|
||||
import Shape
|
||||
|
||||
import Control.Monad.State
|
||||
import Control.Lens
|
||||
@@ -78,6 +79,11 @@ setupWorldBounds w = w
|
||||
|
||||
setupForegroundEdgeVerxs :: World -> World
|
||||
setupForegroundEdgeVerxs w = w & foregroundEdgeVerx .~ polyhedrasToEdges (_foregroundDecorations w)
|
||||
& foregroundShape .~ Shape vs es
|
||||
where
|
||||
vs = shVfromList $ concatMap (polyToTris . map toShape) $ concatMap _pyFaces $ _foregroundDecorations w
|
||||
es = shEfromList $ polyhedrasToEdges (_foregroundDecorations w)
|
||||
toShape (p3,p4) = ShapeV p3 p4
|
||||
|
||||
polyhedrasToEdges :: [Polyhedra] -> [Point3]
|
||||
polyhedrasToEdges = concatMap tflat4 . concatMap polyToEdges
|
||||
|
||||
+9
-10
@@ -59,17 +59,19 @@ doDrawing pdata w = do
|
||||
nSils <- pokePoint3s (shadVBOptr $ _lightingLineShadowShader pdata)
|
||||
$ VS.fromList
|
||||
$ (shEList $ worldShape w)
|
||||
++ (_foregroundEdgeVerx w)
|
||||
-- poke foreground geometry for caps
|
||||
nCaps <- pokePoint3s (shadVBOptr $ _lightingCapShader pdata)
|
||||
$ VS.fromList
|
||||
$ concatMap polyToGeoRender (foregroundPics w)
|
||||
++ (fmap _svPos (shVList $ worldShape w))
|
||||
-- -- poke foreground geometry for caps
|
||||
-- nCaps <- pokePoint3s (shadVBOptr $ _lightingCapShader pdata)
|
||||
-- $ VS.fromList
|
||||
-- (fmap _svPos (shVList $ worldShape w))
|
||||
numShapeVs <- pokeShapeVs (_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
|
||||
$ VS.fromList $ shVList $ worldShape w
|
||||
let nCaps = numShapeVs
|
||||
-- bind wall points, silhouette data, surface geometry
|
||||
uncurry bindShaderBuffers $ unzip
|
||||
[ ( _wallTextureShader pdata, nWalls)
|
||||
, (_lightingLineShadowShader pdata, nSils)
|
||||
, (_lightingCapShader pdata, nCaps)
|
||||
-- , (_lightingCapShader pdata, nCaps)
|
||||
, (_shapeShader pdata, numShapeVs)
|
||||
]
|
||||
-- set the coordinate uniform ready for drawing elements using world coordinates
|
||||
bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
|
||||
@@ -93,9 +95,6 @@ doDrawing pdata w = do
|
||||
pokeBindFoldableLayer shadV layerCounts $ worldPictures w
|
||||
renderLayer 0 shadV layerCounts
|
||||
|
||||
numShapeVs <- pokeShapeVs (_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
|
||||
$ VS.fromList $ shVList $ worldShape w
|
||||
bindShaderBuffers [_shapeShader pdata] [numShapeVs]
|
||||
drawShader (_shapeShader pdata) numShapeVs
|
||||
|
||||
--draw floor onto base buffer
|
||||
|
||||
@@ -9,7 +9,8 @@ import Dodge.Base.Window
|
||||
|
||||
import qualified Data.IntMap as IM
|
||||
worldShape :: World -> Shape
|
||||
worldShape w = mconcat (map (crShape w) (IM.elems $ IM.filter crIsClose (_creatures w)))
|
||||
worldShape w = _foregroundShape w
|
||||
<> mconcat (map (crShape w) (IM.elems $ IM.filter crIsClose (_creatures w)))
|
||||
where
|
||||
crIsClose cr = dist (_crPos cr) camCen < winSize
|
||||
winSize = 30 + max (getWindowX w) (getWindowY w)
|
||||
|
||||
+23
-7
@@ -66,6 +66,27 @@ preloadRender = do
|
||||
setupVertexAttribPointer 0 4 8 0
|
||||
setupVertexAttribPointer 1 4 8 4
|
||||
let winColVAO = VAO {_vao = winColVAOname, _vaoVBO = winVBO}
|
||||
-- setup shape geometry/cap VBO and two VAOs
|
||||
shVBOname <- genObjectName
|
||||
shVBOptr <- mallocArray (7 * numDrawableElements)
|
||||
bindBuffer ArrayBuffer $= Just shVBOname
|
||||
bufferData ArrayBuffer $=
|
||||
( fromIntegral $ floatSize * numDrawableElements * 7
|
||||
, nullPtr
|
||||
, DynamicDraw
|
||||
)
|
||||
let shVBO = VBO {_vbo = shVBOname, _vboPtr = shVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
|
||||
shPosColVAOname <- genObjectName
|
||||
bindVertexArrayObject $= Just shPosColVAOname
|
||||
bindBuffer ArrayBuffer $= Just shVBOname
|
||||
setupVertexAttribPointer 0 3 7 0
|
||||
setupVertexAttribPointer 1 4 7 3
|
||||
shPosVAOname <- genObjectName
|
||||
bindVertexArrayObject $= Just shPosVAOname
|
||||
bindBuffer ArrayBuffer $= Just shVBOname
|
||||
setupVertexAttribPointer 0 3 7 0
|
||||
let shPosColVAO = VAO { _vao = shPosColVAOname, _vaoVBO = shVBO }
|
||||
shPosVAO = VAO { _vao = shPosVAOname, _vaoVBO = shVBO }
|
||||
-- lighting shaders
|
||||
wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] EPoints
|
||||
>>= addUniforms ["lightPos"]
|
||||
@@ -113,11 +134,6 @@ preloadRender = do
|
||||
framebuf2 <- setupTextureFramebuffer 800 600
|
||||
framebuf3 <- setupTextureFramebuffer 800 600
|
||||
|
||||
--rboLightingName <- genObjectName
|
||||
--bindRenderbuffer Renderbuffer $= rboLightingName
|
||||
--renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
|
||||
--fboLightingName <- setupFramebufferGivenStencil rboLightingName
|
||||
|
||||
rboBaseBloomName <- genObjectName
|
||||
bindRenderbuffer Renderbuffer $= rboBaseBloomName
|
||||
renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
|
||||
@@ -152,8 +168,8 @@ preloadRender = do
|
||||
|
||||
return $ RenderData
|
||||
{ _pictureShaders = shadV
|
||||
, _shapeShader = bslista
|
||||
, _lightingCapShader = lightingCapShad
|
||||
, _shapeShader = bslista {_shadVAO = shPosColVAO }
|
||||
, _lightingCapShader = lightingCapShad { _shadVAO = shPosVAO }
|
||||
, _lightingLineShadowShader = lightingLineShadowShad
|
||||
, _lightingOccludeShader = wsShad {_shadVAO = wpVAO}
|
||||
, _wallBlankShader = wlBlank { _shadVAO = wpColVAO }
|
||||
|
||||
+2
-2
@@ -1,5 +1,5 @@
|
||||
--{-# LANGUAGE TupleSections #-}
|
||||
{-# LANGUAGE BangPatterns #-}
|
||||
--{-# LANGUAGE BangPatterns #-}
|
||||
module Shader.Poke
|
||||
( pokeVerxs
|
||||
, pokeLayVerxs
|
||||
@@ -21,7 +21,7 @@ import qualified Data.Vector.Unboxed.Mutable as UMV
|
||||
import qualified Data.Vector.Mutable as MV
|
||||
import qualified Data.Vector.Fusion.Stream.Monadic as VS
|
||||
import Control.Monad.Primitive
|
||||
import qualified Data.DList as DL
|
||||
--import qualified Data.DList as DL
|
||||
|
||||
pokeVerxs
|
||||
:: MV.MVector (PrimState IO) FullShader
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
{-# OPTIONS_GHC -Wno-missing-signatures #-}
|
||||
{-# LANGUAGE StrictData #-}
|
||||
{-# LANGUAGE TemplateHaskell #-}
|
||||
module Shape.Data
|
||||
@@ -18,8 +19,10 @@ instance Semigroup Shape where
|
||||
instance Monoid Shape where
|
||||
mempty = Shape mempty mempty
|
||||
|
||||
shVList :: Shape -> [ShapeV]
|
||||
{-# INLINE shVList #-}
|
||||
shVList = DL.toList . _shVertices
|
||||
shEList :: Shape -> [Point3]
|
||||
{-# INLINE shEList #-}
|
||||
shEList = DL.toList . _shEdges
|
||||
|
||||
|
||||
Reference in New Issue
Block a user