This commit is contained in:
2023-03-10 09:39:40 +00:00
parent b1750ad028
commit dc3faeed63
8 changed files with 138 additions and 46 deletions
+1 -1
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@@ -2,5 +2,5 @@
out vec4 fColor;
void main()
{
fColor = vec4 (0,0,0,0);
// fColor = vec4 (0,0,0,0);
}
+1
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@@ -50,6 +50,7 @@ data RenderData = RenderData
, _rboBaseBloom :: GLuint -- RenderbufferObject id
, _matUBO :: GLuint -- BufferObject id
, _isoMatUBO :: GLuint -- BufferObject id
, _lightsUBO :: GLuint -- BufferObject id
}
makeLenses ''RenderData
+4 -1
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@@ -85,7 +85,10 @@ data DebugBool
data ResFactor = FullRes | HalfRes | QuarterRes
deriving (Show, Eq, Ord, Enum, Bounded)
data ObjectShadows = GeoObjShads | CPUObjShads | NoObjShads
data ObjectShadows = GeoObjShads
| InstancingShads
| CPUObjShads
| NoObjShads
deriving (Show, Eq, Ord, Enum, Bounded)
data RoomClipping = NoRoomClipBoundaries | AllRoomClipBoundaries | IntersectingRoomClipBoundaries
+5 -4
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@@ -95,7 +95,8 @@ doDrawing win pdata u = do
(_eboPtr $ _silhouetteEBO pdata)
-- set the coordinate uniform ready for drawing elements using world coordinates
glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
bufferUBO (pdata ^. matUBO) $ perspectiveMatrixb rot camzoom trans wins viewFroms
withArray (perspectiveMatrixb rot camzoom trans wins viewFroms) $ \ptr ->
glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
setViewportSize (round winx `div` resFact) (round winy `div` resFact)
--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
@@ -317,9 +318,9 @@ fpsText x = color col $ text $ "ms/frame " ++ show x
--------------------------------------------------------------------------------
-- note: currently assume there is only one UBO, we only bind it once at setup
bufferUBO :: GLuint -> [Float] -> IO ()
bufferUBO ubo mat = withArray mat $ \ptr ->
glNamedBufferSubData ubo 0 64 ptr
--bufferUBO :: GLuint -> [Float] -> IO ()
--bufferUBO ubo mat = withArray mat $ \ptr ->
-- glNamedBufferSubData ubo 0 64 ptr
setViewportSize :: Int -> Int -> IO ()
setViewportSize x y =
+25 -21
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@@ -35,7 +35,10 @@ preloadRender = do
isoUBO <- mglCreate glCreateBuffers
withArray (isoMatrix 0 1 (V2 0 0) (V2 2 2)) $ \ptr ->
glNamedBufferStorage isoUBO 64 ptr 0
glBindBufferBase GL_UNIFORM_BUFFER 1 theUBO
lightsubo <- mglCreate glCreateBuffers
glNamedBufferData lightsubo 560 nullPtr GL_STREAM_DRAW
glBindBufferBase GL_UNIFORM_BUFFER 1 lightsubo
-- setup wall points VBO, VAOs and shaders
wpVBOname <- mglCreate glCreateBuffers
@@ -127,54 +130,54 @@ preloadRender = do
shEdgeVAO = VAO{_vaoName = shEdgeVAOname, _vaoVBO = shVBO}
-- lighting shaders
lightingWallShadShad <-
makeShaderUsingVAO "lighting/wallShadow" [vert', geom', frag'] EPoints wpVAO
makeShaderUsingVAO "lighting/wallShadow" [vert, geom, frag] EPoints wpVAO
>>= addUniforms ["lightPos"]
lightingCapShad <-
makeShaderUsingVAO "lighting/cap" [vert', geom', frag'] ETriangles shPosVAO
makeShaderUsingVAO "lighting/cap" [vert, geom] ETriangles shPosVAO
>>= addUniforms ["lightPos"]
lightingLineShadowShad <-
makeShaderUsingVAO "lighting/lineShadow" [vert', geom', frag'] ELinesAdjacency shEdgeVAO
makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
>>= addUniforms ["lightPos", "radiusUniform"]
-- positional shader
positionalBlankShad <- makeShader "positional/blank" [vert', frag'] [3] ETriangles
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
-- 2D draw shaders
bslist <- makeShader "dualTwoD/basic" [vert', frag'] [3, 4] ETriangles
bslista <- makeShader "dualTwoD/basic" [vert', frag'] [3, 4] ETriangles
aslist <- makeShader "dualTwoD/arc" [vert', frag'] [3, 4, 3] ETriangles
eslist <- makeShader "dualTwoD/ellipse" [vert', geom', frag'] [3, 4] ETriangles
bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert', frag'] [3, 4, 4] ETriangleStrip
bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] ETriangles
bslista <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] ETriangles
aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] ETriangles
eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] ETriangles
bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert, frag] [3, 4, 4] ETriangleStrip
cslist <-
makeShader "dualTwoD/character" [vert', frag'] [3, 4, 2] ETriangles
makeShader "dualTwoD/character" [vert, frag] [3, 4, 2] ETriangles
>>= vaddTextureNoFilter "data/texture/charMap.png"
-- this should really be a 2d texture array
basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert', frag'] [4, 4] ETriangles
basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert, frag] [4, 4] ETriangles
-- fullscreen shaders
--fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
--pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
-- texture shaders, no textures attached
fsShad <- makeShaderSized "texture/simple" [vert', frag'] [2, 2] 4 ETriangleStrip
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 ^. shadVAO'
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert', frag'] ETriangleStrip fsshadvao
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert', frag'] ETriangleStrip fsshadvao
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert', frag'] ETriangleStrip fsshadvao
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip fsshadvao
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip fsshadvao
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] ETriangleStrip fsshadvao
lightingTextureShad <-
makeShaderUsingVAO "lighting/texture" [vert', frag'] ETriangleStrip fsshadvao
makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao
>>= addUniforms ["lightPos", "lumRad"]
barrelShad <- makeShader "texture/barrel" [vert', geom', frag'] [2, 2, 2, 1] EPoints
barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
-- blank wallShader
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert', geom', frag'] EPoints wpColVAO
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
-- textured wallShader
wallTextureShad <-
makeShaderUsingVAO "wall/texture" [vert', geom', frag'] EPoints wpColVAO
makeShaderUsingVAO "wall/texture" [vert, geom, frag] EPoints wpColVAO
>>= addTexture "data/texture/grayscaleDirt.png"
---- texture array shader
textArrayShad <-
makeShader "texture/arrayPos" [vert', frag'] [3, 3] ETriangles
makeShader "texture/arrayPos" [vert, frag] [3, 3] ETriangles
>>= addTextureArray "data/texture/ayene_wooden_floor_transformed.png"
-- >>= addTextureArray "data/texture/ayene_wooden_floor.png"
-- bind fixed vertex data
@@ -257,6 +260,7 @@ preloadRender = do
, _rboBaseBloom = rboBaseBloomName
, _matUBO = theUBO
, _isoMatUBO = isoUBO
, _lightsUBO = lightsubo
}
--------------------end preloadRender
+1 -1
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@@ -50,7 +50,7 @@ renderDataResizeUpdate xsize ysize xfull yfull rdata = do
bbShad <-
makeByteStringShaderUsingVAO
"bloomBlur"
[(vert', bbVert), (frag', bbFrag')]
[(vert, bbVert), (frag, bbFrag')]
ETriangleStrip
(rdata ^. fullscreenShader . shadVAO')
return (rdata'{_bloomBlurShader = bbShad})
+94 -11
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@@ -42,7 +42,9 @@ createLightMap ::
TO ->
(Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader
IO ()
createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUShadows = do
createLightMap pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
InstancingShads -> instanceLightMap pdata lightPoints nWalls nSils nCaps toPos
_ -> do
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata
lwallShad = _lightingWallShadShader pdata
@@ -85,16 +87,12 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
(marshalEPrimitiveMode $ _shadPrim' lwallShad)
0
(fromIntegral nWalls)
case drawObjShads of
case shadsdrawtype of
GeoObjShads -> do
--draw silhouette shadows
--currentProgram $= Just (_shadProg llinesShad)
--uniform (_shadUnis llinesShad V.! 0) $= Vector3 x y z
--uniform (_shadUnis llinesShad V.! 1) $= rad
glUseProgram (_shadProg' llinesShad)
glUniform3f (_shadUnis' llinesShad V.! 0) x y z
glUniform1f (_shadUnis' llinesShad V.! 1) rad
--bindVertexArrayObject $= Just (_vaoName $ _shadVAO' llinesShad)
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' llinesShad)
@@ -104,12 +102,8 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
--draw caps on the near plane as required
glEnable GL_CULL_FACE
glCullFace GL_BACK
--cullFace $= Just Back
--currentProgram $= Just (_shadProg lcapShad)
--uniform (_shadUnis lcapShad V.! 0) $= Vector3 x y z
glUseProgram (_shadProg' lcapShad)
glUniform3f (_shadUnis' lcapShad V.! 0) x y z
--bindVertexArrayObject $= lcapShad ^? shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
@@ -117,7 +111,96 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
GL_UNSIGNED_SHORT
nullPtr
CPUObjShads -> drawCPUShadows (V3 x y z) rad
_ -> return ()
NoObjShads -> return ()
--draw lightmap itself
glEnable GL_DEPTH_TEST
glDepthFunc GL_ALWAYS
--depthFunc $= Just Always
-- bind world position texture
bindTO toPos
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
--stencilOp $= (OpKeep, OpKeep, OpKeep)
glStencilFunc GL_EQUAL 0 255
--currentProgram $= ltextShad ^? shadProg --Just (_shadProg ltextShad)
--uniform (_shadUnis ltextShad V.! 0) $= Vector3 x y z
--uniform (_shadUnis ltextShad V.! 1) $= Vector4 r g b rad
glUseProgram (ltextShad ^. shadProg') --Just (_shadProg ltextShad)
glUniform3f (_shadUnis' ltextShad V.! 0) x y z
glUniform4f (_shadUnis' ltextShad V.! 1) r g b rad
--bindVertexArrayObject $= ltextShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
glBindVertexArray $ ltextShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
glDrawArrays
(marshalEPrimitiveMode (_shadPrim' ltextShad))
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata
lwallShad = _lightingWallShadShader pdata
ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
glDepthMask GL_FALSE
-- clearColor is specified differently in preloadRender
-- the colors are inverted
glClearColor 1 1 1 1
glClear GL_COLOR_BUFFER_BIT
-- for each of the lights:
-- 1. stencil out the shadows from this light's point of view
-- 2. calculate lighting based on each fragment's position
-- to consider: adding normals/a "material" for each fragment
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glEnable GL_STENCIL_TEST
--stencilTest $= Enabled
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glClear GL_STENCIL_BUFFER_BIT
glDisable GL_CULL_FACE
--cullFace $= Nothing
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
--currentProgram $= Just (_shadProg lwallShad)
glUseProgram (_shadProg' lwallShad)
--uniform (_shadUnis lwallShad V.! 0)
-- $= Vector3 x y z
glUniform3f (_shadUnis' lwallShad V.! 0) x y z
--bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glDrawArrays
(marshalEPrimitiveMode $ _shadPrim' lwallShad)
0
(fromIntegral nWalls)
--draw silhouette shadows
glUseProgram (_shadProg' llinesShad)
glUniform3f (_shadUnis' llinesShad V.! 0) x y z
glUniform1f (_shadUnis' llinesShad V.! 1) rad
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' llinesShad)
(fromIntegral nSils)
GL_UNSIGNED_SHORT
nullPtr
--draw caps on the near plane as required
glEnable GL_CULL_FACE
glCullFace GL_BACK
glUseProgram (_shadProg' lcapShad)
glUniform3f (_shadUnis' lcapShad V.! 0) x y z
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
(fromIntegral nCaps)
GL_UNSIGNED_SHORT
nullPtr
--draw lightmap itself
glEnable GL_DEPTH_TEST
glDepthFunc GL_ALWAYS
+7 -7
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@@ -25,9 +25,9 @@ module Shader.Data
, shadTex'
, shadUnis'
-- | Synonyms
, vert'
, geom'
, frag'
, vert
, geom
, frag
) where
import Data.Vector (Vector)
import Graphics.GL.Core45
@@ -80,10 +80,10 @@ data EPrimitiveMode
| EPolygon
| EPatches
-- | Short synonyms for shader types
vert', geom', frag' :: GLenum
vert' = GL_VERTEX_SHADER
geom' = GL_GEOMETRY_SHADER
frag' = GL_FRAGMENT_SHADER
vert, geom, frag :: GLenum
vert = GL_VERTEX_SHADER
geom = GL_GEOMETRY_SHADER
frag = GL_FRAGMENT_SHADER
makeLenses ''VAO
makeLenses ''VBO
makeLenses ''FullShader