Cleanup createLightmap

This commit is contained in:
2021-09-01 01:13:10 +01:00
parent 4cd8b5aa1c
commit db5c27a3ed
3 changed files with 51 additions and 125 deletions
+1 -1
View File
@@ -129,7 +129,7 @@ doDrawing pdata w = do
-- this is not ideal if the original is not divisible by 2
bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
createLightMap pdata lightPoints nWalls nSils nsurfVs
createLightMap pdata lightPoints nWalls nSils
colorMask $= Color4 Enabled Enabled Enabled Enabled
clearColor $= Color4 0 0 0 0
+23 -124
View File
@@ -1,5 +1,13 @@
module Render
where
( createLightMap
, divideSize
, renderFoldable
, renderLayer
, pingPongBetween
, bindTO
, bindFBO
)
where
import Shader
import Shader.Data
--import Shader.Poke
@@ -8,9 +16,9 @@ import Picture.Data
import Geometry.Data
--import Data.Foldable
import Foreign hiding (rotate)
--import Foreign hiding (rotate)
import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
import qualified SDL
--import qualified SDL
import qualified Data.Vector.Unboxed.Mutable as UMV
import qualified Data.Vector.Mutable as MV
import Control.Monad.Primitive
@@ -19,8 +27,8 @@ import qualified Data.Vector.Fusion.Stream.Monadic as VS
divideSize :: Int -> Size -> Size
divideSize i (Size x y) = Size (div x $ fromIntegral i) (div y $ fromIntegral i)
sizeToTexSize :: Size -> TextureSize2D
sizeToTexSize (Size x y) = TextureSize2D x y
--sizeToTexSize :: Size -> TextureSize2D
--sizeToTexSize (Size x y) = TextureSize2D x y
{- | Determine where light is shining in the world. -}
createLightMap
@@ -28,41 +36,21 @@ createLightMap
-> [(Point3,Float,Point3)] -- Lights
-> Int -- ^ number of walls
-> Int -- ^ number of silhoutte lines to draw
-> Int -- ^ number of surface triangles to draw
-> IO ()
createLightMap pdata lightPoints nWalls nSils nsurfVs = do
depthFunc $= Just Less
-- clear buffer to full alpha and furthest depth
-- clearColor is specified in preloadRender
createLightMap pdata lightPoints nWalls nSils = do
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
depthMask $= Disabled
-- clearColor is specified differently in preloadRender
clearColor $= Color4 1 1 1 1
clear [ColorBuffer]
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- clear [ColorBuffer,DepthBuffer]
-- --colorMask $= Color4 Disabled Disabled Disabled Disabled
-- cullFace $= Just Back
-- cullFace $= Nothing
-- -- we assume that the camera position uniforms have been correctly set elsewhere
-- -- draw wall surfaces from the camera's point of view in order to set z buffer
-- drawShader (_lightingWallShader pdata) nWalls
-- -- draw foreground elements the camera's your point of view to set z buffer
-- drawShader (_lightingSurfaceShader pdata) nsurfVs
-- -- draw wall occlusions from the camera's point of view
-- drawShader (_lightingOccludeShader pdata) nWalls
-- --hypothesis: the above three draw calls only work because the
-- --uniform was set to your position, that being the last light source in the list
-- --if this hypothesis is correct, then the code is brittle and should be changed
-- for each of the lights:
-- stencil out the walls from this light's point of view
-- draw fading lightmap circles on the floor
-- draw fading lightmaps on the walls
depthMask $= Disabled
blendFunc $= (Zero, OneMinusSrcColor)
stencilTest $= Enabled
--depthFunc $= Just Lequal
flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,rad,V3 r g b) -> do
--forM_ lightPoints $ \(V3 x y z,r,lum) -> do
-- the use of Less is for caps on geometry
depthFunc $= Just Less
-- stencil out shadows
colorMask $= Color4 Disabled Disabled Disabled Disabled
@@ -71,30 +59,23 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
stencilOpSeparate Front $= (OpKeep,OpKeep,OpIncrWrap)
stencilOpSeparate Back $= (OpKeep,OpKeep,OpDecrWrap)
stencilFunc $= (Always, 0, 255)
--draw wall whadows
currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
$= Vector3 x y z
drawShader (_lightingOccludeShader pdata) nWalls
--stencilOp $= (OpKeep,OpDecr,OpKeep)
-- stencilOpSeparate Front $= (OpKeep,OpDecrWrap,OpKeep)
-- stencilOpSeparate Back $= (OpKeep,OpIncrWrap,OpKeep)
--draw silhouette shadows
currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingLineShadowShader pdata)
$= Vector3 x y z
-- depthClamp $= Enabled
drawShader (_lightingLineShadowShader pdata) nSils
-- depthClamp $= Disabled
cullFace $= Just Back
--stencilOp $= (OpKeep,OpDecrWrap,OpKeep)
--draw caps on the near plane as required
currentProgram $= Just (_shaderProgram $ _lightingCapShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingCapShader pdata)
$= Vector3 x y z
-- depthClamp $= Enabled
drawShader (_lightingCapShader pdata) (nSils - 6)
-- depthClamp $= Disabled
--draw lightmap itself
depthFunc $= Just Always
cullFace $= Nothing
bindTO $ snd $ snd $ _fboBase pdata
@@ -107,42 +88,9 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
uniform (_shaderCustomUnis (_fullLightingShader pdata) !! 1)
$= Vector4 r g b rad
drawShader (_fullLightingShader pdata) 4
-- -- use Lequal to redraw surfaces above already drawn surfaces
-- depthFunc $= Just Lequal
-- -- draw geometry surfaces
-- --cullFace $= Just Back
-- cullFace $= Nothing
-- --colorMask $= Color4 Disabled Disabled Disabled Enabled
-- colorMask $= Color4 Enabled Enabled Enabled Enabled
-- stencilOp $= (OpKeep,OpKeep,OpKeep)
-- stencilFunc $= (Equal, 0, 255)
-- currentProgram $= Just (_shaderProgram $ _lightingSurfaceShader pdata)
-- uniform (head $ _shaderCustomUnis $ _lightingSurfaceShader pdata)
-- $= Vector3 x y z
-- uniform (_shaderCustomUnis (_lightingSurfaceShader pdata) !! 1)
-- $= Vector4 r g b rad
-- drawShader (_lightingSurfaceShader pdata) nsurfVs
-- -- draw wall light "circles"
-- currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
-- uniform (head $ _shaderCustomUnis $ _lightingWallShader pdata)
-- $= Vector3 x y z
-- uniform (_shaderCustomUnis (_lightingWallShader pdata) !! 1)
-- $= Vector4 r g b rad
-- drawShader (_lightingWallShader pdata) nWalls
--cleanup: may not be necessary, depending on what comes after...
cullFace $= Nothing
stencilTest $= Disabled
{- | Blur between two framebuffers.
Assumes no depth testing is done -}
pingPongBlur :: RenderData -> IO ()
pingPongBlur pdata = do
bindFramebuffer Framebuffer $= fst (_fbo3 pdata)
textureBinding Texture2D $= Just (snd $ _fbo2 pdata)
drawShader (_bloomBlurShader pdata) 4
bindFramebuffer Framebuffer $= fst (_fbo2 pdata)
textureBinding Texture2D $= Just (snd $ _fbo3 pdata)
drawShader (_bloomBlurShader pdata) 4
-- assumes that vertices have already been sent to the shader
pingPongBetween
:: (FramebufferObject,TextureObject)
@@ -153,21 +101,10 @@ pingPongBetween (fb1,to1) (fb2,to2) fs = do
bindFramebuffer Framebuffer $= fb2
textureBinding Texture2D $= Just to1
drawShader fs 4
bindFramebuffer Framebuffer $= fb1
textureBinding Texture2D $= Just to2
drawShader fs 4
drawTextureOnFramebuffer
:: FullShader
-> FramebufferObject
-> TextureObject
-> IO ()
drawTextureOnFramebuffer fs fbo to = do
bindFramebuffer Framebuffer $= fbo
textureBinding Texture2D $= Just to
drawShader fs 4
renderFoldable
:: MV.MVector (PrimState IO) FullShader
-> Picture
@@ -177,17 +114,6 @@ renderFoldable shadV struct = do
pokeBindFoldable shadV counts struct
MV.imapM_ (drawShaderLay 0 counts) shadV
renderFoldableTimed
:: MV.MVector (PrimState IO) FullShader
-> Picture
-> IO Word32
renderFoldableTimed shadV struct = do
pokeStartTicks <- SDL.ticks
counts <- UMV.replicate 6 0
pokeBindFoldable shadV counts struct
MV.imapM_ (drawShaderLay 0 counts) shadV
pokeEndTicks <- SDL.ticks
return $ pokeEndTicks - pokeStartTicks
------------------------------end renderFoldable
renderLayer
:: Int
@@ -198,33 +124,6 @@ renderLayer layer shads counts = do
let layerCounts = UMV.slice (layer * 6) 6 counts
MV.imapM_ (drawShaderLay layer layerCounts) shads
pokeTwoOff
:: Ptr Float
-> Int
-> (Float,Float)
-> IO ()
{-# INLINE pokeTwoOff #-}
pokeTwoOff ptr n (x,y) = do
pokeElemOff ptr (2*n+0) x
pokeElemOff ptr (2*n+1) y
pokeThreeOff
:: Ptr Float
-> Int
-> (Float,Float,Float)
-> IO ()
{-# INLINE pokeThreeOff #-}
pokeThreeOff ptr n (x,y,z) = do
pokeElemOff ptr (3*n+0) x
pokeElemOff ptr (3*n+1) y
pokeElemOff ptr (3*n+2) z
pokeFourOff :: Ptr Float -> Int -> (Float,Float,Float,Float) -> IO ()
{-# INLINE pokeFourOff #-}
pokeFourOff ptr n (x,y,z,w) = do
pokeElemOff ptr (4*n+0) x
pokeElemOff ptr (4*n+1) y
pokeElemOff ptr (4*n+2) z
pokeElemOff ptr (4*n+3) w
bindTO :: TextureObject -> IO ()
bindTO t = textureBinding Texture2D $= Just t
+27
View File
@@ -88,6 +88,33 @@ pokeArrayOff :: Ptr Float -> Int -> [Float] -> IO ()
{-# INLINE pokeArrayOff #-}
pokeArrayOff ptr i = pokeArray (plusPtr ptr (floatSize * i))
--pokeTwoOff
-- :: Ptr Float
-- -> Int
-- -> (Float,Float)
-- -> IO ()
--{-# INLINE pokeTwoOff #-}
--pokeTwoOff ptr n (x,y) = do
-- pokeElemOff ptr (2*n+0) x
-- pokeElemOff ptr (2*n+1) y
--pokeThreeOff
-- :: Ptr Float
-- -> Int
-- -> (Float,Float,Float)
-- -> IO ()
--{-# INLINE pokeThreeOff #-}
--pokeThreeOff ptr n (x,y,z) = do
-- pokeElemOff ptr (3*n+0) x
-- pokeElemOff ptr (3*n+1) y
-- pokeElemOff ptr (3*n+2) z
--pokeFourOff :: Ptr Float -> Int -> (Float,Float,Float,Float) -> IO ()
--{-# INLINE pokeFourOff #-}
--pokeFourOff ptr n (x,y,z,w) = do
-- pokeElemOff ptr (4*n+0) x
-- pokeElemOff ptr (4*n+1) y
-- pokeElemOff ptr (4*n+2) z
-- pokeElemOff ptr (4*n+3) w
pokePoint33s :: Ptr Float -> [(Point3,Point3)] -> IO Int
pokePoint33s ptr vals0 = go vals0 0
where