-- | Contains the central drawing functions for the dodge loop. module Dodge.Render ( doDrawing, getWindowSize, ) where import Control.Lens import Control.Monad import qualified Control.Monad.Parallel as MP --import Data.List (sortOn) import qualified Data.Map.Strict as M import Data.Preload.Render import qualified Data.Vector as V import qualified Data.Vector.Unboxed.Mutable as UMV import Dodge.Data.Universe import Dodge.Render.Lights import Dodge.Render.ShapePicture import Dodge.Render.Walls import Dodge.Shadows import Dodge.WindowSize import Foreign import GLHelp import Geometry import Graphics.GL.Core45 import MatrixHelper import Render import qualified SDL import Shader import Shader.Bind import Shader.Data import Shader.Poke import Shader.Poke.Cloud doDrawing :: SDL.Window -> Universe -> IO () doDrawing window u | SDL.ScancodeY `M.member` (u ^. uvWorld . input . pressedKeys) = doTestDrawing rdata u | otherwise = doDrawing' window rdata u where rdata = u ^. preloadData . renderData doTestDrawing :: RenderData -> Universe -> IO () doTestDrawing _ _ = do return () doDrawing' :: SDL.Window -> RenderData -> Universe -> IO () doDrawing' win pdata u = do --sTicks <- SDL.ticks checkGLError "during drawing" let w = _uvWorld u cfig = _uvConfig u (windowPoints, wallSPics, wallsToPoke) = wallsToDraw w lightPoints = lightsToRender cfig (w ^. wCam) (w ^. cWorld . lWorld) shadV = _pictureShaders pdata nFls = w ^. cWorld . numberFloorVerxs nchs = w ^. cWorld . numberChasmVerxs -- bind as much data into vbos as feasible at this point -- count mutable vectors setup pokeCounts <- UMV.replicate (numLayers * numShads) 0 -- attempt to poke in parallel let wswp = wallSPics <> worldSPic cfig u ws = wswp ^. _1 wp = wswp ^. _2 ((nWins, trueNWalls), (nShapeVs, nIndices, nSilIndices)) <- MP.liftM3 (\_ a b -> (a, b)) ( pokeLayVerxs shadV pokeCounts wp ) ( pokeWallsWindows (pdata ^. winVBO . vboPtr) (pdata ^. wallVBO . vboPtr) windowPoints wallsToPoke ) ( pokeShape (drawShadowsByImportance $ cfig ^. gr_shadow_size) (_vboPtr $ _vboShapes pdata) (_uiboPtr $ _shapeEBO pdata) (_uiboPtr $ _silhouetteEBO pdata) (0, 0, 0) ws ) nCloudVs' <- V.foldM' (pokeCloud (pdata ^. cloudVBO . vboPtr)) 0 (V.fromList $ w ^. cWorld . lWorld . clouds) nCloudVs <- V.foldM' (pokeDust (pdata ^. cloudVBO . vboPtr)) nCloudVs' (V.fromList $ w ^. cWorld . lWorld . dusts) -- bind wall points, silhouette data, surface geometry bufferShaderLayers shadV pokeCounts bufferPokedVBO (_vboShapes pdata) nShapeVs bufferPokedVBO (pdata ^. winVBO) nWins bufferPokedVBO (pdata ^. wallVBO) trueNWalls bufferPokedVBO (pdata ^. cloudVBO) nCloudVs bufferEBO (_shapeEBO pdata) nIndices bufferEBO (pdata ^. silhouetteEBO) nSilIndices -- set the coordinate uniform ready for drawing elements using world coordinates bufferPerspectiveMatrixUBO cfig (w ^. wCam) (pdata ^. matUBO) setViewport _gr_world_res cfig glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO) glDepthMask GL_TRUE glDisable GL_BLEND glDepthFunc GL_LESS -- clear depth and stencil buffers glStencilMask 255 -- to alter the entire stencil glClearNamedFramebufferfi (pdata ^. fboBase . _1 . unFBO) GL_DEPTH_STENCIL 0 1 0 -- draw wall occlusions from the camera's point of view glStencilFunc GL_NOTEQUAL 128 255 glStencilOp GL_KEEP GL_KEEP GL_REPLACE glEnable GL_CULL_FACE unless (debugOn Remove_LOS cfig) $ do glUseProgram (pdata ^. ceilingStencilShader) glBindVertexArray $ pdata ^. dummyVAO glEnable GL_DEPTH_CLAMP glDrawArrays GL_TRIANGLES 0 (fromIntegral (trueNWalls * 6)) glDisable GL_DEPTH_CLAMP glStencilMask 127 -- to alter last seven bits glStencilOp GL_KEEP GL_KEEP GL_KEEP -- clear color and normals withArray [0, 0, 0, 1] $ glClearNamedFramebufferfv (pdata ^. fboBase . _1 . unFBO) GL_COLOR 0 withArray [0, 0, 0, 0] $ glClearNamedFramebufferfv (pdata ^. fboBase . _1 . unFBO) GL_COLOR 2 withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $ glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3 --draw walls onto base buffer glEnable GL_CULL_FACE glUseProgram (pdata ^. pullWallShader) glDrawArrays GL_TRIANGLES 0 (fromIntegral trueNWalls * 6) --draw object shapes onto base buffer let fs = _shapeShader pdata glUseProgram fs glDrawArrays GL_TRIANGLES 0 (fromIntegral nIndices) -- draw chasm shader blocking floor glUseProgram (pdata ^. chasmShader) glDepthMask GL_FALSE glDrawBuffer GL_NONE glStencilOp GL_KEEP GL_KEEP GL_INCR with 0 $ glClearNamedFramebufferiv (pdata ^. fboBase . _1 . unFBO) GL_STENCIL 0 glDrawArrays GL_TRIANGLES 0 (fromIntegral nchs) withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $ glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3 glDepthMask GL_TRUE glDisable GL_CULL_FACE --draw floor onto base buffer glUseProgram (pdata ^. floorShader) glStencilFunc GL_EQUAL 0 255 glDrawArrays GL_TRIANGLES 0 (fromIntegral nFls) --glDisable GL_STENCIL_TEST glEnable GL_BLEND --draw lightmap into its own buffer createLightMap (w ^. wCam) cfig (cfig ^. gr_shadow_rendering) (fromIntegral trueNWalls) nSilIndices nIndices (pdata ^. fboBase . _2 . _2) (pdata ^. fboBase . _2 . _3) lightPoints pdata glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE --apply lightmap to base buffer glDisable GL_CULL_FACE glDepthFunc GL_ALWAYS glDepthMask GL_FALSE glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO) glBindTextureUnit 0 (pdata ^. fboLighting . _2 . unTO) glEnable GL_BLEND glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR glUseProgram (pdata ^. fullscreenShader) glDrawArrays GL_TRIANGLES 0 6 with GL_COLOR_ATTACHMENT0 $ glInvalidateNamedFramebufferData (pdata ^. fboLighting . _1 . unFBO) 1 --draw bloom onto bloom buffer glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBloom . _1 . unFBO) withArray [0, 0, 0, 0] $ glClearNamedFramebufferfv (pdata ^. fboBloom . _1 . unFBO) GL_COLOR 0 glDepthFunc GL_LEQUAL --glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA --glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA glBlendFunc GL_ONE GL_ONE glDepthMask GL_FALSE renderLayer BloomNoZWrite shadV pokeCounts glDepthMask GL_TRUE renderLayer BloomLayer shadV pokeCounts -- draw clouds to block bloom particles, transparency blocks some alpha glDepthMask GL_FALSE --glBlendColor 0 0 0 0.1 -- using this and GL_CONSTANT_ALPHA below glBlendColor 0 0 0 0.05 -- using this and GL_CONSTANT_ALPHA below -- can allow for extra bloom to bleed through underneath the clouds -- note that BloomNoZWrite will always be under the clouds, this should be -- rethought, either do another pass and write just the depth or even remove -- the layer entirely glBlendFuncSeparate GL_ZERO GL_ONE GL_CONSTANT_ALPHA GL_ONE_MINUS_SRC_ALPHA glUseProgram (pdata ^. cloudShader) glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6) --setup downscale viewport for blurring bloom --setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact)) setViewport _gr_downsize_res cfig glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboHalf1 pdata))) glDepthFunc GL_ALWAYS glBindTextureUnit 0 (pdata ^. fboBloom . _2 . unTO) glDisable GL_BLEND -- this all needs more tuning + more thought -- a fade effect would be cool, so not to fully reset last frames bloom -- buffers... -- withArray [0, 0, 0, 0] $ -- glClearNamedFramebufferfv (pdata ^. fboHalf1 . _1 . unFBO) GL_COLOR 0 -- withArray [0, 0, 0, 0] $ -- glClearNamedFramebufferfv (pdata ^. fboHalf2 . _1 . unFBO) GL_COLOR 0 -- glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA glUseProgram (_bloomBlurShader pdata) glDrawArrays GL_TRIANGLES 0 6 when (cfig ^. gr_bloom) $ do replicateM_ 1 $ pingPongBetween (_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata) glEnable GL_BLEND setViewport _gr_world_res cfig --draw clouds onto cloud buffer glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboCloud . _1 . unFBO) glDepthFunc GL_LEQUAL glDepthMask GL_FALSE glBlendFuncSeparatei 0 GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE_MINUS_DST_ALPHA GL_ONE --glBlendFunci 0 GL_ONE GL_ONE_MINUS_SRC_ALPHA --withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ --withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $ withArray [GL_COLOR_ATTACHMENT0] $ glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 1 withArray [0.5, 0.5, 0.5, 0] $ glClearNamedFramebufferfv (pdata ^. fboCloud . _1 . unFBO) GL_COLOR 0 glUseProgram (pdata ^. cloudShader) glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6) when (_gr_cloud_shadows cfig) $ do ----render transparency depths -- glDepthMask GL_TRUE glDepthFunc GL_ALWAYS withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $ glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 3 withArray [0, 0, 0, 0] $ glClearNamedFramebufferfv (pdata ^. fboCloud . _1 . unFBO) GL_COLOR 1 withArray [0, 0, 0, 0] $ glClearNamedFramebufferfv (pdata ^. fboCloud . _1 . unFBO) GL_COLOR 2 glEnable GL_BLEND -- we sum the positions weighted by alpha, and sum the alpha glBlendFuncSeparatei 1 GL_SRC_ALPHA GL_ONE GL_ONE GL_ONE -- we divide by the alpha later -- and sum the normals weighted by alpha glBlendFunci 2 GL_SRC_ALPHA GL_ONE glUseProgram (pdata ^. cloudShader) glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6) glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboPos . _1 . unFBO) withArray [0, 0, 0, 0] $ \ptr -> glClearNamedFramebufferfv (pdata ^. fboPos . _1 . unFBO) GL_COLOR 0 ptr glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _2 . unTO) glDepthMask GL_FALSE glUseProgram (pdata ^. alphaDivideShader) glDrawArrays GL_TRIANGLES 0 6 ----draw lightmap for cloud buffer glDepthMask GL_TRUE glDepthFunc GL_LESS glEnable GL_BLEND glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata))) createLightMap (w ^. wCam) cfig (cfig ^. gr_shadows_on_clouds) (fromIntegral trueNWalls) nSilIndices nIndices (pdata ^. fboPos . _2) (pdata ^. fboCloud . _2 . _3) lightPoints pdata --draw windows onto window buffer glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboWindow . _1 . unFBO) glBindTextureUnit 3 (pdata ^. fboPos . _2 . unTO) withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $ glNamedFramebufferDrawBuffers (pdata ^. fboWindow . _1 . unFBO) 2 withArray [0, 0, 0, 0] $ glClearNamedFramebufferfv (pdata ^. fboWindow . _1 . unFBO) GL_COLOR 0 withArray [0, 0, 0, 0] $ glClearNamedFramebufferfv (pdata ^. fboWindow . _1 . unFBO) GL_COLOR 1 glEnable GL_CULL_FACE glEnable GL_DEPTH_CLAMP glDepthFunc GL_LEQUAL glDepthMask GL_FALSE glEnable GL_BLEND glBlendFunc GL_SRC_ALPHA GL_ONE glUseProgram $ pdata ^. windowPullShader glBindVertexArray $ pdata ^. dummyVAO glDrawArrays GL_TRIANGLES 0 (fromIntegral nWins * 6) glDisable GL_DEPTH_CLAMP glDisable GL_CULL_FACE glInvalidateBufferData (pdata ^. vboShapes . vboName) --apply lightmap to cloud buffer glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata))) glDepthMask GL_FALSE withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2 glDepthFunc GL_ALWAYS glBindTextureUnit 0 (_unTO . snd $ _fboLighting pdata) glEnable GL_BLEND glBlendFuncSeparate GL_ZERO GL_ONE_MINUS_SRC_COLOR GL_ZERO GL_ONE glUseProgram (pdata ^. fullscreenShader) glDrawArrays GL_TRIANGLES 0 6 glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA -- bind base buffer for drawing clouds and bloom glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO) glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA -- --draw windows onto base buffer glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA glBindTextureUnit 0 (pdata ^. fboWindow . _2 . _1 . unTO) glBindTextureUnit 1 (pdata ^. fboWindow . _2 . _2 . unTO) glBindTextureUnit 2 (pdata ^. fboCloud . _2 . _1 . unTO) glBindTextureUnit 3 (pdata ^. fboPos . _2 . unTO) --drawShader (_transparencyCompShader pdata) 4 glUseProgram (pdata ^. transparencyCompShader) glDrawArrays GL_TRIANGLES 0 6 --Draw blurred bloom onto base buffer glEnable GL_BLEND glBlendFunc GL_SRC_ALPHA GL_ONE --glBlendFunc GL_ONE GL_ONE glBindTextureUnit 0 (_unTO . snd $ _fboHalf1 pdata) glUseProgram (pdata ^. fullscreenShader) glDrawArrays GL_TRIANGLES 0 6 -- glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA --set viewport for radial distortion --setViewportSize (round winx) (round winy) setViewport (const FullRes) cfig glDepthFunc GL_ALWAYS glBlendFunc GL_ONE GL_ZERO -- perform any radial distortion -- this is hideous case (getDistortions cfig w, cfig ^. gr_distortions) of (rds, x) | null rds || not x -> do glBindTextureUnit 0 $ pdata ^. fboBase . _2 . _1 . unTO glBindFramebuffer GL_FRAMEBUFFER 0 glUseProgram (pdata ^. fullscreenShader) glDrawArrays GL_TRIANGLES 0 6 (rds, _) -> do let bindDrawDist :: Distortion -> IO () bindDrawDist (RadialDistortion (V2 a b) (V2 c d) (V2 e f) g) = do pokeArray (shadVBOptr $ _barrelShader pdata) [a, b, c, d, e, f, g] bufferPokedVBO (snd $ _barrelShader pdata) 1 drawShader (fst $ _barrelShader pdata) 1 fboList = take (length rds - 1) (concat (repeat [fst $ _fbo2 pdata, fst $ _fbo3 pdata])) ++ [FBO 0] toList = (pdata ^. fboBase . _2 . _1) : concat (repeat [snd $ _fbo2 pdata, snd $ _fbo3 pdata]) bindings = zipWith (>>) (map bindFBO fboList) (map (glBindTextureUnit 1 . _unTO) toList) zipWithM_ (>>) bindings $ map bindDrawDist rds glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA -- draw the overlay --glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboOverlay ._1 . unFBO) glDepthFunc GL_ALWAYS glDepthMask GL_FALSE glEnable GL_BLEND --glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA -- assume premultiplied alpha renderLayer DebugLayer shadV pokeCounts glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO) withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig)) $ glNamedBufferSubData (pdata ^. matUBO) 0 64 glDepthFunc GL_GEQUAL glDepthMask GL_TRUE with (-1) $ glClearNamedFramebufferfv 0 GL_DEPTH 0 renderLayer FixedCoordLayer shadV pokeCounts SDL.glSwapWindow win bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO () bufferPerspectiveMatrixUBO cfig cam uboid = withArray ( perspectiveMatrixb (cam ^. camRot) (cam ^. camZoom) (cam ^. camCenter) (V2 (windowXFloat cfig) (windowYFloat cfig)) (cam ^. camViewFrom) ) $ glNamedBufferSubData uboid 0 64 getDistortions :: Config -> World -> [Distortion] getDistortions cfig w | cfig ^. gr_distortions = w ^. cWorld . lWorld . distortions | otherwise = [] setViewport :: (Config -> ResFactor) -> Config -> IO () setViewport f = uncurryV (glViewport 0 0) . getWindowSize f