Work on cloud/window transparency
This commit is contained in:
+18
-18
@@ -39,15 +39,15 @@ data Config = Config
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{ _volume_master :: Float
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, _volume_sound :: Float
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, _volume_music :: Float
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, _graphics_cloud_shadows :: Bool
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, _graphics_distortions :: Bool
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, _graphics_bloom :: Bool
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, _graphics_shadow_rendering :: ShadowRendering
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, _graphics_shadow_size :: Importance
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, _graphics_downsize_resolution :: ResFactor
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, _graphics_world_resolution :: ResFactor
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, _graphics_distortion_resolution :: ResFactor
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, _graphics_num_shadow_casters :: NumShadowCasters
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, _gr_cloud_shadows :: Bool
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, _gr_distortions :: Bool
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, _gr_bloom :: Bool
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, _gr_shadow_rendering :: ShadowRendering
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, _gr_shadow_size :: Importance
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, _gr_downsize_res :: ResFactor
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, _gr_world_res :: ResFactor
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, _gr_distortion_res :: ResFactor
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, _gr_num_shadow_casters :: NumShadowCasters
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, _windowX :: Int --size
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, _windowY :: Int
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, _windowPosX :: Int --position in os
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@@ -133,15 +133,15 @@ defaultConfig =
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{ _volume_master = 1
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, _volume_sound = 1
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, _volume_music = 0
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, _graphics_cloud_shadows = True
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, _graphics_bloom = True
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, _graphics_shadow_rendering = GeoObjShads
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, _graphics_shadow_size = Typical
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, _graphics_distortions = True
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, _graphics_downsize_resolution = EighthRes
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, _graphics_world_resolution = QuarterRes
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, _graphics_distortion_resolution = FullRes
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, _graphics_num_shadow_casters = toEnum 10
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, _gr_cloud_shadows = True
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, _gr_bloom = True
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, _gr_shadow_rendering = GeoObjShads
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, _gr_shadow_size = Typical
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, _gr_distortions = True
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, _gr_downsize_res = EighthRes
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, _gr_world_res = QuarterRes
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, _gr_distortion_res = FullRes
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, _gr_num_shadow_casters = toEnum 10
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, _windowX = 800
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, _windowY = 600
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, _windowPosX = 0
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+9
-15
@@ -187,21 +187,15 @@ graphicsMenu = titleOptionsMenu "OPTIONS:GRAPHICS" graphicsMenuOptions
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graphicsMenuOptions :: [MenuOption]
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graphicsMenuOptions =
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[ makeEnumOption graphics_world_resolution "World resolution" (uvIOEffects .~ updatePreload)
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, makeEnumOption
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graphics_downsize_resolution
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"Downsize resolution"
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(uvIOEffects .~ updatePreload)
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, makeEnumOption
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graphics_distortion_resolution
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"Distortion resolution"
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(uvIOEffects .~ updatePreload)
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, makeEnumOption graphics_shadow_rendering "SHADOW RENDERING" id
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, makeEnumOption graphics_shadow_size "SHADOW DETAIL" id
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, makeEnumOption graphics_distortions "ENABLE DISTORTIONS" id
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, makeEnumOption graphics_bloom "ENABLE BLOOM" id
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, makeBoolOption graphics_cloud_shadows "CLOUD SHADOWS"
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, makeEnumOption graphics_num_shadow_casters "NUM SHADOW CASTERS" id
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[ makeEnumOption gr_world_res "World resolution" (uvIOEffects .~ updatePreload)
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, makeEnumOption gr_downsize_res "Downsize resolution" (uvIOEffects .~ updatePreload)
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, makeEnumOption gr_distortion_res "Distortion resolution" (uvIOEffects .~ updatePreload)
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, makeEnumOption gr_shadow_rendering "SHADOW RENDERING" id
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, makeEnumOption gr_shadow_size "SHADOW DETAIL" id
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, makeEnumOption gr_distortions "ENABLE DISTORTIONS" id
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, makeEnumOption gr_bloom "ENABLE BLOOM" id
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, makeBoolOption gr_cloud_shadows "CLOUD SHADOWS"
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, makeEnumOption gr_num_shadow_casters "NUM SHADOW CASTERS" id
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]
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gameOverMenu :: Universe -> ScreenLayer
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+55
-26
@@ -76,7 +76,7 @@ doDrawing' win pdata u = do
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wallsToPoke
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)
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( pokeShape
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(drawShadowsByImportance $ cfig ^. graphics_shadow_size)
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(drawShadowsByImportance $ cfig ^. gr_shadow_size)
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(_vboPtr $ _vboShapes pdata)
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(_eboPtr $ _shapeEBO pdata)
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(_eboPtr $ _silhouetteEBO pdata)
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@@ -111,7 +111,7 @@ doDrawing' win pdata u = do
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]
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferPerspectiveMatrixUBO cfig (w ^. wCam) (pdata ^. matUBO)
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setViewport _graphics_world_resolution cfig
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setViewport _gr_world_res cfig
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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glDepthMask GL_TRUE
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glDisable GL_BLEND
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@@ -257,7 +257,7 @@ doDrawing' win pdata u = do
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--setup downscale viewport for blurring bloom
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--setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
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setViewport _graphics_downsize_resolution cfig
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setViewport _gr_downsize_res cfig
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboHalf1 pdata)))
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glDepthFunc GL_ALWAYS
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glBindTextureUnit 0 (pdata ^. fboBloom . _2 . unTO)
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@@ -271,11 +271,11 @@ doDrawing' win pdata u = do
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-- glClearNamedFramebufferfv (pdata ^. fboHalf2 . _1 . unFBO) GL_COLOR 0
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-- glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
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drawShader (_bloomBlurShader pdata) 4
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when (cfig ^. graphics_bloom) $ do
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when (cfig ^. gr_bloom) $ do
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replicateM_ 2 $ pingPongBetween
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(_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
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glEnable GL_BLEND
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setViewport _graphics_world_resolution cfig
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setViewport _gr_world_res cfig
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--draw clouds onto cloud buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboCloud . _1 . unFBO)
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glDepthFunc GL_LEQUAL
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@@ -297,15 +297,15 @@ doDrawing' win pdata u = do
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(fromIntegral nCloudIs)
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GL_UNSIGNED_SHORT
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nullPtr
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glEnable GL_CULL_FACE
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glEnable GL_DEPTH_CLAMP
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glCullFace GL_BACK
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drawShader (_windowShader pdata) nWins
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glDisable GL_DEPTH_CLAMP
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glDisable GL_CULL_FACE
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when (_graphics_cloud_shadows cfig) $ do
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-- glEnable GL_CULL_FACE
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-- glEnable GL_DEPTH_CLAMP
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-- glCullFace GL_BACK
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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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when (_gr_cloud_shadows cfig) $ do
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----render transparency depths
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glDepthMask GL_TRUE
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-- glDepthMask GL_TRUE
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glDepthFunc GL_ALWAYS
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glDisable GL_BLEND
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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@@ -317,24 +317,25 @@ doDrawing' win pdata u = do
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glEnable GL_BLEND
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-- we sum the positions weighted by alpha, and sum the alpha
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glBlendFuncSeparatei 1 GL_SRC_ALPHA GL_ONE GL_ONE GL_ONE
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--glBlendFuncSeparatei 1 GL_ONE GL_ZERO GL_ONE GL_ZERO
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-- and sum the normals weighted by alpha
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--glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glDepthMask GL_TRUE
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-- glDepthMask GL_TRUE
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glDrawElements
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(pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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(fromIntegral nCloudIs)
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GL_UNSIGNED_SHORT
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nullPtr
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---
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glEnable GL_CULL_FACE
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glEnable GL_DEPTH_CLAMP
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glCullFace GL_BACK
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drawShader (_windowShader pdata) nWins
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glDisable GL_DEPTH_CLAMP
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glDisable GL_CULL_FACE
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-- glEnable GL_CULL_FACE
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-- glEnable GL_DEPTH_CLAMP
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-- glCullFace GL_BACK
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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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-- drawShader (_windowShader pdata) nWins
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboPos . _1 . unFBO)
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withArray [0, 0, 0, 0] $ \ptr ->
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@@ -360,6 +361,22 @@ doDrawing' win pdata u = do
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(pdata ^. fboCloud . _2 . _3)
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lightPoints
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pdata
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--draw windows onto window buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboWindow . _1 . unFBO)
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $
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glNamedFramebufferDrawBuffers (pdata ^. fboWindow . _1 . unFBO) 2
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv (pdata ^. fboWindow . _1 . unFBO) GL_COLOR 0
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv (pdata ^. fboWindow . _1 . unFBO) GL_COLOR 1
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glEnable GL_CULL_FACE
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glEnable GL_DEPTH_CLAMP
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glDepthFunc GL_LEQUAL
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glCullFace GL_BACK
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glDisable GL_BLEND
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drawShader (_windowShader pdata) nWins
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glDisable GL_DEPTH_CLAMP
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glDisable GL_CULL_FACE
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glInvalidateBufferData (pdata ^. vboShapes . vboName)
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--apply lightmap to cloud buffer
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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@@ -374,13 +391,24 @@ doDrawing' win pdata u = do
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drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- bind base buffer for drawing clouds and bloom
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--glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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--draw shadowed clouds onto base buffer
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glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _1 . unTO)
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drawShader (_fullscreenShader pdata) 4
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-- --draw shadowed clouds onto base buffer
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-- glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _1 . unTO)
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-- drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- --draw windows onto base buffer
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glBindTextureUnit 0 (pdata ^. fboWindow . _2 . _1 . unTO)
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glBindTextureUnit 1 (pdata ^. fboWindow . _2 . _2 . unTO)
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glBindTextureUnit 2 (pdata ^. fboCloud . _2 . _1 . unTO)
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--glBindTextureUnit 3 (pdata ^. fboCloud . _2 . _2 . unTO)
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glBindTextureUnit 3 (pdata ^. fboPos . _2 . unTO)
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drawShader (_transparencyCompShader pdata) 4
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--Draw blurred bloom onto base buffer
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glEnable GL_BLEND
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@@ -388,7 +416,8 @@ doDrawing' win pdata u = do
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--glBlendFunc GL_ONE GL_ONE
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glBindTextureUnit 0 (_unTO . snd $ _fboHalf1 pdata)
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drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--set viewport for radial distortion
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--setViewportSize (round winx) (round winy)
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@@ -397,7 +426,7 @@ doDrawing' win pdata u = do
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glBlendFunc GL_ONE GL_ZERO
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-- perform any radial distortion
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-- this is hideous
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case (getDistortions cfig w, cfig ^. graphics_distortions) of
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case (getDistortions cfig w, cfig ^. gr_distortions) of
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(rds, x) | null rds || not x -> do
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glBindTextureUnit 0 $ pdata ^. fboBase . _2 . _1 . unTO
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glBindFramebuffer GL_FRAMEBUFFER 0
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@@ -440,7 +469,7 @@ bufferPerspectiveMatrixUBO cfig cam uboid = withArray
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getDistortions :: Config -> World -> [Distortion]
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getDistortions cfig w
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| cfig ^. graphics_distortions = w ^. cWorld . lWorld . distortions
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| cfig ^. gr_distortions = w ^. cWorld . lWorld . distortions
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| otherwise = []
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setViewport :: (Config -> ResFactor) -> Config -> IO ()
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@@ -13,7 +13,7 @@ import Control.Lens
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lightsToRender :: Config -> Camera -> LWorld -> [(Point3, Float, Point3)]
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{-# INLINE lightsToRender #-}
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lightsToRender cfig campos w = take (fromEnum $ cfig ^. graphics_num_shadow_casters) $
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lightsToRender cfig campos w = take (fromEnum $ cfig ^. gr_num_shadow_casters) $
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sortOn (\(_,x,_) -> negate x) $
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mapMaybe getLS (IM.elems $ w ^. lightSources)
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++ mapMaybe getlsparam (w ^. lights)
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@@ -1,4 +1,4 @@
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module Dodge.WindowSize where
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module Dodge.WindowSize (getWindowSize) where
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import Dodge.Data.Config
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