module Render ( createLightMap, renderFoldable, renderLayer, pingPongBetween, bindTO, bindFBO, ) where import Control.Lens import Control.Monad import Control.Monad.Primitive import Data.Preload.Render import qualified Data.Vector as V --import Control.Monad import qualified Data.Vector.Fusion.Stream.Monadic as VFSM import qualified Data.Vector.Mutable as MV import qualified Data.Vector.Unboxed.Mutable as UMV import Dodge.Data.Config import Dodge.WindowSize import Foreign hiding (rotate) import Geometry.Data import Graphics.GL.Core45 import Picture.Data import Shader import Shader.Data import Shader.ExtraPrimitive {- | Determine where light is shining in the world. think of the produced texture as showing what RGB values should be "taken away" from the shape colors. -} createLightMap :: Configuration -> RenderData -> [(Point3, Float, Point3)] -> -- Lights -- | number of walls Int -> -- | number of silhoutte lines to draw Int -> -- | number of "caps" to attempt to draw Int -> -- | whether to draw object shadows or not ObjectShadows -> -- | the texture object giving positions TO -> (Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader IO () createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of InstancingShads -> instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos NoShadows -> do glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata))) let 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 withArray [1,1,1,1] $ \ptr -> glClearNamedFramebufferfv (pdata ^. fboLighting . _1 . unFBO) GL_COLOR 0 ptr -- 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 glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP 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 with 0 $ \ptr -> glClearNamedFramebufferiv (pdata ^. fboLighting . _1 . unFBO) GL_STENCIL 0 ptr glDisable GL_CULL_FACE glStencilFunc GL_ALWAYS 0 255 --draw lightmap itself glDepthFunc GL_ALWAYS -- bind world position texture bindTO toPos glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE glStencilFunc GL_EQUAL 0 255 glUseProgram (ltextShad ^. shadName) glUniform3f (_shadUnis ltextShad V.! 0) x y z glUniform4f (_shadUnis ltextShad V.! 1) r g b rad glBindVertexArray $ ltextShad ^. shadVAO . vaoName 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 NoLighting -> do glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata))) glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR withArray [0,0,0,1] $ \ptr -> glClearNamedFramebufferfv (pdata ^. fboLighting . _1 . unFBO) GL_COLOR 0 ptr with 1 $ \ptr -> glClearNamedFramebufferfv (pdata ^. fboLighting . _1 . unFBO) GL_DEPTH 0 ptr glDisable GL_CULL_FACE glBindTextureUnit 0 (toPos ^. unTO) glDepthFunc GL_ALWAYS glDepthMask GL_FALSE _ -> do glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata))) 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 withArray [1,1,1,1] $ \ptr -> glClearNamedFramebufferfv (pdata ^. fboLighting . _1 . unFBO) GL_COLOR 0 ptr -- 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 glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP 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 with 0 $ \ptr -> glClearNamedFramebufferiv (pdata ^. fboLighting . _1 . unFBO) GL_STENCIL 0 ptr glDisable GL_CULL_FACE glStencilFunc GL_ALWAYS 0 255 --draw wall shadows glUseProgram (_shadName lwallShad) glUniform3f (_shadUnis lwallShad V.! 0) x y z glUniform1f (_shadUnis lwallShad V.! 1) rad glBindVertexArray $ lwallShad ^. shadVAO . vaoName -- Just (_vao $ _shadVAO lwallShad) glDrawArrays (marshalEPrimitiveMode $ _shadPrim' lwallShad) 0 (fromIntegral nWalls) case shadsdrawtype of GeoObjShads -> do --draw silhouette shadows glEnable GL_DEPTH_CLAMP glUseProgram (_shadName 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 glCullFace GL_FRONT glUseProgram (_shadName 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 glDisable GL_DEPTH_CLAMP CPUObjShads -> drawCPUShadows (V3 x y z) rad NoObjShads -> return () --draw lightmap itself glDepthFunc GL_ALWAYS -- bind world position texture glDisable GL_CULL_FACE bindTO toPos glBindTextureUnit 1 (pdata ^. fboBase . _2 . _3 . unTO) glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE glStencilFunc GL_EQUAL 0 255 glUseProgram (ltextShad ^. shadName) --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_STENCIL_TEST lightsToArray :: [(Point3, Float, Point3)] -> [Float] lightsToArray xs = concat (take 20 $ map t xs ++ repeat [0, 0, 0, 0]) ++ concat (take 20 $ map s xs ++ repeat [0, 0, 0, 0]) where t (V3 a b c, _, _) = [a, b, c, 1] s (_, d, V3 e f g) = [e, f, g, d] instanceLightMap :: Configuration -> RenderData -> [(Point3, Float, Point3)] -> -- Lights -- | number of walls Int -> -- | number of silhoutte lines to draw Int -> -- | number of "caps" to attempt to draw Int -> -- | the texture object giving positions TO -> IO () instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do let lcapShad = _shadowCapShader pdata (xsize, ysize) = getWindowSize cfig withArray (lightsToArray lightPoints) $ \ptr -> glNamedBufferSubData (pdata ^. lightsUBO) 0 620 ptr forM_ [0 .. 19] $ \i -> glCopyImageSubData (pdata ^. rboBaseBloom) GL_RENDERBUFFER 0 0 0 0 (pdata ^. fboShadow . _2 . _2 . unTO) GL_TEXTURE_2D_ARRAY 0 0 0 i (fromIntegral xsize) (fromIntegral ysize) 1 glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboShadow . _1 . unFBO glDepthMask GL_FALSE withArray [0,0,0,0] $ \ptr -> glClearNamedFramebufferfv (pdata ^. fboShadow . _1 . unFBO) GL_COLOR 0 ptr with 0 $ \ptr -> glClearNamedFramebufferiv (pdata ^. fboShadow . _1 . unFBO) GL_STENCIL 0 ptr -- stencil out the shadows from each light's point of view -- setup stencil glEnable GL_STENCIL_TEST glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP glDepthFunc GL_LESS glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE glDisable GL_BLEND glDisable GL_CULL_FACE glStencilFunc GL_ALWAYS 0 255 --draw wall shadows glUseProgram $ pdata ^. shadowWallShader . shadName glBindVertexArray $ pdata ^. shadowWallShader . shadVAO . vaoName glDrawArrays (marshalEPrimitiveMode $ pdata ^. shadowWallShader . shadPrim') 0 (fromIntegral nWalls) --draw silhouette shadows glUseProgram $ pdata ^. shadowEdgeShader . shadName glBindVertexArray $ pdata ^. shadowEdgeShader . shadVAO . vaoName glDrawElements (marshalEPrimitiveMode $ pdata ^. shadowEdgeShader . shadPrim') (fromIntegral nSils) GL_UNSIGNED_SHORT nullPtr --draw caps on the near plane as required glEnable GL_CULL_FACE glCullFace GL_BACK --glCullFace GL_FRONT glUseProgram (_shadName lcapShad) glBindVertexArray $ lcapShad ^. shadVAO . vaoName glDrawElements (marshalEPrimitiveMode $ _shadPrim' lcapShad) (fromIntegral nCaps) GL_UNSIGNED_SHORT nullPtr --draw lightmap itself glDepthFunc GL_ALWAYS glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE glStencilFunc GL_EQUAL 0 255 glUseProgram (pdata ^. shadowLightShader . _1 . shadName) -- bind world position texture bindTO toPos -- glBindVertexArray $ pdata ^. shadowLightShader . shadVAO' . vaoName glDrawArrays (marshalEPrimitiveMode $ pdata ^. shadowLightShader . _1 . shadPrim') 0 1 glDisable GL_CULL_FACE glDisable GL_STENCIL_TEST --draw to the lighting framebuffer here glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata))) withArray [1,1,1,1] $ \ptr -> glClearNamedFramebufferfv (pdata ^. fboLighting . _1 . unFBO) GL_COLOR 0 ptr glBindTexture GL_TEXTURE_2D_ARRAY (pdata ^. fboShadow . _2 . _1 . unTO) glEnable GL_BLEND glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR glUseProgram (pdata ^. shadowCombineShader . _1 . shadName) glDrawArrays (marshalEPrimitiveMode EPoints) 0 1 withArray [GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT] $ \ptr -> glInvalidateNamedFramebufferData (pdata ^. fboShadow . _1 . unFBO) 2 ptr -- assumes that vertices have already been sent to the shader pingPongBetween :: (FBO, TO) -> (FBO, TO) -> FullShader -> IO () pingPongBetween (fb1, to1) (fb2, to2) fs = do --bindFramebuffer Framebuffer $= fb2 glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb2) --textureBinding Texture2D $= Just to1 glBindTexture GL_TEXTURE_2D (_unTO to1) drawShader fs 4 --bindFramebuffer Framebuffer $= fb1 glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb1) --textureBinding Texture2D $= Just to2 glBindTexture GL_TEXTURE_2D (_unTO to2) drawShader fs 4 renderFoldable :: MV.MVector (PrimState IO) (FullShader,VBO) -> Picture -> IO () renderFoldable shadV struct = do counts <- UMV.replicate 6 0 pokeBindFoldable shadV counts struct MV.imapM_ (drawShaderLay 0 counts) shadV ------------------------------end renderFoldable renderLayer :: Layer -> MV.MVector (PrimState IO) (FullShader,VBO) -> UMV.MVector (PrimState IO) Int -> IO () renderLayer layer shads counts = do let layerCounts = UMV.slice (ln * numLayers) 6 counts MV.imapM_ (drawShaderLay ln layerCounts) shads where ln = layerNum layer bindTO :: TO -> IO () bindTO t = glBindTexture GL_TEXTURE_2D (_unTO t) --textureBinding Texture2D $= Just t bindFBO :: FBO -> IO () bindFBO fb = --bindFramebuffer Framebuffer $= fb glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb)