Changes towards bloom
This commit is contained in:
+54
-27
@@ -45,6 +45,7 @@ import qualified SDL
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Returns a 'Word32' that should give the number of ticks it took to evaluate. -}
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doDrawing :: RenderData -> World -> IO Word32
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doDrawing pdata w = do
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clearColor $= Color4 0 0 0 1
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sTicks <- SDL.ticks
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clear [ColorBuffer,DepthBuffer]
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let rot = _cameraRot w
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@@ -87,37 +88,12 @@ doDrawing pdata w = do
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-- I believe a more apt name would be setCeilingDepth: stops drawing of objects
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-- at points that are behind the extension of walls to the screen edge
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_ <- setWallDepth pdata wallPoints (viewFromx,viewFromy)
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_ <- renderFoldable pdata $ picToLTree (Just 0) (polysToPic $ foregroundPics w)
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-- draw the first layer of pictures
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-- these will probably all be opaque
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_ <- renderFoldable pdata $ picToLTree (Just 0) pic
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-- reset blend so that light map doesn't apply
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-- useful for drawing vivid projectiles
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blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha) , (Zero,One))
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depthFunc $= Just Lequal
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_ <- renderFoldable pdata $ picToLTree (Just 1) pic
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depthMask $= Disabled
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_ <- renderFoldable pdata $ picToLTree (Just 3) pic
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_ <- renderFoldable pdata $ picToLTree (Just 4) pic
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_ <- renderFoldable pdata $ picToLTree (Just 5) pic
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depthMask $= Enabled
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-- reset blend so that light map applies again
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-- allows us to be certain these elements are drawn on top of those before,
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-- in case we want transparency effects
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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_ <- renderFoldable pdata $ picToLTree (Just 2) pic
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depthMask $= Disabled
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-- render transparent walls
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-- the ordering between these and transparent clouds perhaps presents a challenge
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renderBlankWalls pdata windowPoints
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depthMask $= Enabled
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depthFunc $= Just Lequal
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_ <- renderFoldable pdata $ picToLTree (Just 0) (polysToPic $ foregroundPics w)
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--(Pictures $ concatmap (Poly3D 0 . _pyFaces) (foregroundPics w))
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-- draw the fbo to the screen
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-- allows for post-processing
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-- first, bind the screen fbo
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-- draw opaque background to screen
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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-- we probably do not want to blend during this step
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blend $= Disabled
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@@ -133,12 +109,63 @@ doDrawing pdata w = do
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bindShaderBuffers [_grayscaleShader pdata] [4]
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drawShader (_grayscaleShader pdata) 4
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blend $= Enabled
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bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
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depthFunc $= Just Less
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clearColor $= Color4 0 0 0 0
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clear [ColorBuffer]
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-- reset blend so that light map doesn't apply
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-- useful for drawing vivid projectiles
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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_ <- renderFoldable pdata $ picToLTree (Just 1) pic
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depthMask $= Disabled
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_ <- renderFoldable pdata $ picToLTree (Just 3) pic
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_ <- renderFoldable pdata $ picToLTree (Just 4) pic
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_ <- renderFoldable pdata $ picToLTree (Just 5) pic
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--depthFunc $= Just Lequal
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--_ <- renderFoldable pdata $ picToLTree (Just 0) (polysToPic $ foregroundPics w)
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--(Pictures $ concatmap (Poly3D 0 . _pyFaces) (foregroundPics w))
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-- draw the fbo to the screen
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-- allows for post-processing
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-- first, bind the screen fbo
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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blend $= Enabled
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blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha),(Zero,One))
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depthFunc $= Just Always
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textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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-- textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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-- generateMipmap' Texture2D
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if _crHP (you w) > 0
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then do
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bindShaderBuffers [_fullscreenShader pdata] [4]
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drawShader (_fullscreenShader pdata) 4
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else do
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bindShaderBuffers [_grayscaleShader pdata] [4]
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drawShader (_grayscaleShader pdata) 4
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blend $= Enabled
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--depthMask $= Enabled
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depthMask $= Disabled
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depthFunc $= Just Less
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-- reset blend so that light map applies again
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-- allows us to be certain these elements are drawn on top of those before,
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-- in case we want transparency effects
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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_ <- renderFoldable pdata $ picToLTree (Just 2) pic
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-- render transparent walls
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-- the ordering between these and transparent clouds perhaps presents a challenge
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renderBlankWalls pdata windowPoints
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--depthMask $= Enabled
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bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
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depthFunc $= Just Always
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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_ <- renderFoldable pdata (picToLTree Nothing $ fixedCoordPictures w)
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eTicks <- SDL.ticks
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depthMask $= Enabled
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return (eTicks - sTicks)
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--------------------------------------------------------------------------------
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+12
-3
@@ -127,6 +127,18 @@ setupFramebufferWithStencil = do
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return (fboName, fboTO, fboRBO)
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setupFramebuffersSharedStencil :: IO
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( ( (FramebufferObject, TextureObject)
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, (FramebufferObject, TextureObject)
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, (FramebufferObject, TextureObject)
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, (FramebufferObject, TextureObject)
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, (FramebufferObject, TextureObject)
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, (FramebufferObject, TextureObject)
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)
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, RenderbufferObject
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)
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setupFramebuffersSharedStencil = undefined
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setupFramebuffer :: IO (FramebufferObject, TextureObject)
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setupFramebuffer = do
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fboName <- genObjectName
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@@ -208,6 +220,3 @@ poke32 _ = undefined
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poke33 :: RenderType -> [[Float]]
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poke33 Render3x3{_unRender3x3=((x,y,z),(a,b,c))} = [[x,y,z,a,b,c]]
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poke33 _ = undefined
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pokeBGStrat :: a -> [[Float]]
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pokeBGStrat = const []
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