This commit is contained in:
2021-04-23 11:10:45 +02:00
parent c740ca0844
commit ffe4a8083b
14 changed files with 329 additions and 286 deletions
+45 -42
View File
@@ -1,40 +1,43 @@
--{-# LANGUAGE Strict #-}
{-# LANGUAGE DeriveFoldable, StandaloneDeriving #-}
--{-# LANGUAGE DeriveFoldable, StandaloneDeriving #-}
{-
Rendering of a picture.
-}
module Picture.Render
( module Picture.Render
, picToLTree
-- , perspectiveMatrix
)
where
import Shader
import MatrixHelper
import Control.Lens
import Control.Monad
import qualified Control.Foldl as F
import Picture.Preload
import Picture.Data
import Picture.Tree
import Geometry
import Control.Lens
import Control.Monad
import qualified Control.Foldl as F
import Foreign hiding (rotate)
import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,imageWidth,Polygon,Color,T)
import Data.Foldable
import Data.Maybe (fromJust)
import qualified Data.IntMap.Strict as IM
import qualified SDL
import qualified SDL as SDL
renderPicture' :: RenderData -> Float -> Float -> Point2 -> Point2 ->
[((Point2,Point2),Point4)] -> [((Point2,Point2),Point4)] -> [Point4] ->
(Float,Float) -> Picture -> IO (Word32)
renderPicture' pdata rot zoom trans@(tranx,trany) wins@(winx,winy) wallPointsCol windowPoints lightPoints
renderPicture
:: RenderData -- ^ Preloaded render data
-> Float -- ^ Rotation
-> Float -- ^ Zoom
-> Point2 -- ^ Translation
-> Point2 -- ^ Window size
-> [((Point2,Point2),Point4)] -- ^ Wall data
-> [((Point2,Point2),Point4)] -- ^ Window data
-> [Point4] -- ^ Lights data
-> (Float,Float) -- ^ View from point
-> Picture -- ^ Picture
-> IO Word32 -- ^ Time taken according to SDL.ticks
renderPicture pdata rot zoom trans@(tranx,trany) wins@(winx,winy) wallPointsCol windowPoints lightPoints
viewFroms@(viewFromx,viewFromy) pic = do
startTicks <- SDL.ticks
let wallPoints = map fst wallPointsCol
@@ -83,27 +86,27 @@ renderWalls pdata wps pmat = do
n <- F.foldM (pokeShader $ _wallFaceShader pdata) wps
bindShaderBuffers [_wallFaceShader pdata] [n]
currentProgram $= Just (_shaderProgram $ _wallFaceShader pdata)
uniform ( (fromJust $ _shaderCustomUnis $ _wallFaceShader pdata) !! 0)
uniform (head (fromJust $ _shaderCustomUnis $ _wallFaceShader pdata) )
$= pmat
drawShader (_wallFaceShader pdata) n
setWallDepth :: RenderData -> [(Point2,Point2)] -> (Float,Float) -> GLmatrix GLfloat -> IO Word32
setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat = do
startTicks <- SDL.ticks
colorMask $= (Color4 Disabled Disabled Disabled Disabled)
colorMask $= Color4 Disabled Disabled Disabled Disabled
nWalls <- F.foldM (pokeShader $ _wallShadowShader pdata) wallPoints
bindShaderBuffers [_wallShadowShader pdata] [nWalls]
currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
$= Vector2 viewFromx viewFromy
uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 1)
uniform ( fromJust (_shaderCustomUnis $ _wallShadowShader pdata) !! 1)
$= pmat
uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 2)
uniform ( fromJust (_shaderCustomUnis $ _wallShadowShader pdata) !! 2)
$= (0 :: Float)
-- cullFace $= Just Front
drawShader (_wallShadowShader pdata) nWalls
colorMask $= (Color4 Enabled Enabled Enabled Enabled)
colorMask $= Color4 Enabled Enabled Enabled Enabled
endTicks <- SDL.ticks
return $ endTicks - startTicks
@@ -113,7 +116,7 @@ createLightMap :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
(viewFromx,viewFromy) pmat = do
bindFramebuffer Framebuffer $= (_spareFBO pdata)
bindFramebuffer Framebuffer $= _spareFBO pdata
-- clear buffer to full alpha and furthest depth
clearColor $= Color4 0 0 0 1
clearDepth $= 1
@@ -126,17 +129,17 @@ createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
bindShaderBuffers [_wallShadowShader pdata] [nWalls]
-- set uniforms for shader that draws lights
currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
uniform ( (fromJust $ _shaderCustomUnis $ _wallLightShader pdata) !! 1)
uniform ( fromJust (_shaderCustomUnis $ _wallLightShader pdata) !! 1)
$= pmat
-- draw walls from your point of view in order to set z buffer
colorMask $= (Color4 Disabled Disabled Disabled Disabled)
colorMask $= Color4 Disabled Disabled Disabled Disabled
let (tx,ty) = (tranx,trany) -.- (viewFromx,viewFromy)
currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
$= Vector2 viewFromx viewFromy
uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 1)
uniform ( fromJust (_shaderCustomUnis $ _wallShadowShader pdata) !! 1)
$= pmat
uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 2)
uniform ( fromJust (_shaderCustomUnis $ _wallShadowShader pdata) !! 2)
$= (0 :: Float)
cullFace $= Just Back
drawShader (_wallShadowShader pdata) nWalls
@@ -169,27 +172,27 @@ createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
drawShader (_wallShadowShader pdata) nWalls
-- draw floor light circles
cullFace $= Nothing
colorMask $= (Color4 Disabled Disabled Disabled Enabled)
colorMask $= Color4 Disabled Disabled Disabled Enabled
bindShaderBuffers [_lightSourceShader pdata] [1]
stencilFunc $= (Equal, 0, 255)
drawShader (_lightSourceShader pdata) 1
-- draw wall light "circles"
currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
uniform (head $ fromJust $ _shaderCustomUnis $ _wallLightShader pdata)
$= Vector2 x y
uniform ( (fromJust $ _shaderCustomUnis $ _wallLightShader pdata) !! 2)
$= Vector2 r lum
$= Vector2 x y
uniform (fromJust (_shaderCustomUnis $ _wallLightShader pdata) !! 2)
$= Vector2 r lum
drawShader (_wallLightShader pdata) nWallLights
depthMask $= Enabled
cullFace $= Nothing
stencilTest $= Disabled
blend $= Disabled
bindFramebuffer Framebuffer $= defaultFramebufferObject
colorMask $= (Color4 Disabled Disabled Disabled Enabled)
colorMask $= Color4 Disabled Disabled Disabled Enabled
bindShaderBuffers [_fullscreenShader pdata] [4]
textureBinding Texture2D $= Just (_fboTexture pdata)
drawShader (_fullscreenShader pdata) 4
colorMask $= (Color4 Enabled Enabled Enabled Enabled)
colorMask $= Color4 Enabled Enabled Enabled Enabled
blend $= Enabled
renderBackground :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> IO ()
@@ -202,20 +205,20 @@ renderBackground pdata rot zoom (tranx,trany) (winx,winy) = do
currentProgram $= Just (_shaderProgram $ _backgroundShader pdata)
bindVertexArrayObject $= Just (_vao $ _shaderVAO $ _backgroundShader pdata)
let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata) !! 1
backPtr2 = (\(_,x,_) -> x) $ _vaoBufferTargets (_shaderVAO $ _backgroundShader pdata) !! 1
pokeFourOff backPtr 0 (tranx,trany,rot,zoom)
pokeTwoOff backPtr2 0 (winx,winy)
textureBinding Texture2D $= (fmap _textureObject $ _shaderTexture $ _backgroundShader pdata)
drawArrays Points (fromIntegral 0) (fromIntegral 1)
textureBinding Texture2D $= _textureObject <$> _shaderTexture (_backgroundShader pdata)
drawArrays Points 0 1
setCommonUniforms :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> IO ()
setCommonUniforms pdata rot zoom (tranx,trany) (winx,winy) = do
setShaderUniforms rot zoom (tranx,trany) (winx,winy)
( (extractProgAndUnis $ _lightSourceShader pdata)
: (extractProgAndUnis $ _wallShadowShader pdata)
: (extractProgAndUnis $ _wallLightShader pdata)
: (extractProgAndUnis $ _backgroundShader pdata)
: (map extractProgAndUnis $ _listShaders pdata)
( extractProgAndUnis (_lightSourceShader pdata)
: extractProgAndUnis (_wallShadowShader pdata)
: extractProgAndUnis (_wallLightShader pdata)
: extractProgAndUnis (_backgroundShader pdata)
: map extractProgAndUnis (_listShaders pdata)
)
renderFoldable :: Foldable f => RenderData -> f RenderType -> IO Word32