Separate rendering of background, bloom, lightmap into framebuffers
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+91
-3
@@ -29,7 +29,7 @@ import Foreign
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--import Control.Applicative
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--import Control.Monad.State
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import Control.Lens
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--import Control.Monad
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import Control.Monad
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import qualified Control.Foldl as F
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import Data.Tuple.Extra
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--import Data.List
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@@ -41,10 +41,98 @@ import Data.Tuple.Extra
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import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
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import qualified SDL
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{- | Central drawing function.
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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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sTicks <- SDL.ticks
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let rot = _cameraRot w
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camzoom = _cameraZoom w
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trans = _cameraCenter w
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wins = (getWindowX w,getWindowY w)
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wallPointsCol = wallsPointsAndCols w
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--windowPoints = wallsWindows w
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lightPoints = lightsForGloom w
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--viewFroms@(viewFromx,viewFromy) = _cameraViewFrom w
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viewFroms = _cameraViewFrom w
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pic = worldPictures w
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wallPoints = map fst wallPointsCol
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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bindFramebuffer Framebuffer $= (fst $ head $ fst $ _fbos pdata)
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clearColor $= Color4 0 0 0 0
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clear [ColorBuffer,DepthBuffer]
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depthFunc $= Just Less
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if w ^. config . wall_textured
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then renderTextureWalls pdata wallPointsCol
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else renderBlankWalls pdata wallPointsCol
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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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_ <- renderFoldable pdata $ picToLTree (Just 0) pic
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_ <- renderShader (_textureArrayShader pdata) (_floorTiles w)
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bindFramebuffer Framebuffer $= (fst $ (fst $ _fbos pdata) !! 1)
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clear [ColorBuffer]
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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 Always
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--bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
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--clear [ColorBuffer]
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--bindShaderBuffers [_boxBlurShader pdata] [4]
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--textureBinding Texture2D $= Just (snd $ (fst $ _fbos pdata) !! 1)
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--textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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--generateMipmap' Texture2D
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--drawShader (_boxBlurShader pdata) 4
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--replicateM_ 3 $ pingPongBlur pdata
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--bindFramebuffer Framebuffer $= (fst $ (fst $ _fbos pdata) !! 1)
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--textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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--blendFunc $= (One,Zero)
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--drawShader (_boxBlurShader pdata) 4
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--depthFunc $= Just Less
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depthMask $= Enabled
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bindFramebuffer Framebuffer $= (fst $ (fst $ _fbos pdata) !! 2)
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let scPol = screenPolygon w
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createLightMap pdata (w ^. config . shadow_resolution) wallPoints lightPoints
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(foregroundPics w) scPol
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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depthMask $= Enabled
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clearColor $= Color4 0 0 0 0
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bindShaderBuffers [_fullscreenShader pdata] [4]
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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blend $= Disabled
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depthFunc $= Just Always
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textureBinding Texture2D $= Just (snd $ head $ fst $ _fbos pdata)
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drawShader (_fullscreenShader pdata) 4
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--textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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textureBinding Texture2D $= Just (snd $ (fst $ _fbos pdata) !! 2)
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blend $= Enabled
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blendFunc $= (Zero, OneMinusSrcAlpha)
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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textureBinding Texture2D $= Just (snd $ (fst $ _fbos pdata) !! 1)
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drawShader (_fullscreenShader pdata) 4
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-- draw overlay
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bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
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--depthFunc $= Just Always
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depthMask $= Enabled
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blend $= Enabled
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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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return (eTicks - sTicks)
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{- | Central drawing function.
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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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+13
-22
@@ -46,10 +46,12 @@ setWallDepth pdata wallPoints (viewFromx,viewFromy) = do
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divideSize :: Int -> Size -> Size
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divideSize i (Size x y) = Size (div x $ fromIntegral i) (div y $ fromIntegral i)
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sizeToTexSize :: Size -> TextureSize2D
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sizeToTexSize (Size x y) = TextureSize2D x y
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{- |
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Determine where light is shining in the world.
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Note that this currently (1/5/2021) sets the bound framebuffer to fbo2.
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The lightmap itself is rendered into this buffer. -}
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-}
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createLightMap
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:: RenderData
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-> Int -- Resolution division
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@@ -61,9 +63,14 @@ createLightMap
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createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
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-- get viewport size so we can reset it later
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(vppos,vpsize) <- get viewport
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-- set the viewport size to that of the render buffer
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viewport $= (vppos, divideSize resDiv vpsize)
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bindFramebuffer Framebuffer $= _spareFBO pdata
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-- set the viewport size to desired fidelity
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let vsize = divideSize resDiv vpsize
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viewport $= (vppos, vsize)
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textureBinding Texture2D $= Just (snd $ (fst $ _fbos pdata) !! 2)
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texImage2D Texture2D NoProxy 0 RGBA8 (sizeToTexSize vsize) 0 (PixelData RGBA UnsignedByte nullPtr)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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-- bindFramebuffer Framebuffer $= _spareFBO pdata
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-- store wall and light positions into buffer
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nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
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@@ -80,6 +87,7 @@ createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
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bindShaderBuffers [_lightingSurfaceShader pdata] [nsurfVs]
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-- clear buffer to full alpha and furthest depth
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-- clearColor is specified in preloadRender
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clearColor $= Color4 0 0 0 1
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clear [ColorBuffer,DepthBuffer]
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cullFace $= Just Back
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-- draw walls from your point of view in order to set z buffer
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@@ -153,23 +161,6 @@ createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
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-- set the viewport size to that of the window
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viewport $= (vppos, vpsize)
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-- disable depth testing for blurring
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depthFunc $= Just Always
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-- draw the lightmap on a full size fbo
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bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
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colorMask $= Color4 Disabled Disabled Disabled Enabled
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bindShaderBuffers [_boxBlurShader pdata] [4]
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textureBinding Texture2D $= Just (_fboTexture pdata)
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-- by upscaling the shadowmap texture and using Linear' magnification
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-- interpolation, we get a poor mans blur, not sure about performance
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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-- ping pong blur between '_fbo2' and '_fbo3' as many times as desired
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replicateM_ 3 $ pingPongBlur pdata
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-- reset drawing parameters ready for drawing on top of the light map
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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depthMask $= Enabled
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blend $= Enabled
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{- |
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Blur between two framebuffers.
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Assumes no depth testing is done (depthFunc %= Just Always).
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