module Render ( createLightMap, renderLayer, pingPongBetween, bindFBO, ) where import Control.Lens import Control.Monad.Primitive import Data.Preload.Render 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 Foreign hiding (rotate) import Geometry.Data import Graphics.GL.Core45 import Picture.Data import Shader import Shader.Data {- | 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 :: Config -> -- | number of walls GLsizei -> -- | number of silhoutte lines to draw Int -> -- | number of "caps" to attempt to draw Int -> -- | the texture object giving positions TO -> -- | the texture object giving normals TO -> [(Point3, Float, Point3)] -> -- Lights RenderData -> IO () createLightMap cfig = case shadrendertype of NoShadows -> const . const . const renderLightingNoShadows NoLighting -> const . const . const . const . const . const renderFlatLighting _ -> renderShadows shadrendertype where shadrendertype = cfig ^. gr_shadow_rendering renderLightingNoShadows :: TO -> TO -> [(V3 GLfloat, GLfloat, V3 GLfloat)] -> RenderData -> IO () renderLightingNoShadows positiontexture normaltexture lightPoints pdata = 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 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 glBindTextureUnit 0 (positiontexture ^. unTO) glBindTextureUnit 1 (normaltexture ^. unTO) glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE glStencilFunc GL_EQUAL 0 255 glUseProgram (ltextShad ^. shaderUINT) glUniform3f 0 x y z glUniform4f 1 r g b rad glBindVertexArray $ ltextShad ^. shaderVAO . vaoName glDrawArrays (_unPrimitiveMode (_shaderPrimitive ltextShad)) 0 (fromIntegral (4 :: Int)) --cleanup: may not be necessary, depending on what comes after... glDisable GL_CULL_FACE glStencilFunc GL_NOTEQUAL 128 255 glStencilOp GL_KEEP GL_KEEP GL_KEEP glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE -- glDisable GL_STENCIL_TEST renderFlatLighting :: RenderData -> IO () renderFlatLighting pdata = do glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata))) withArray [0, 0, 0, 1] $ \ptr -> glClearNamedFramebufferfv (pdata ^. fboLighting . _1 . unFBO) GL_COLOR 0 ptr glDisable GL_CULL_FACE glDepthFunc GL_ALWAYS glDepthMask GL_FALSE glStencilFunc GL_NOTEQUAL 128 255 glStencilOp GL_KEEP GL_KEEP GL_KEEP renderShadows :: ShadowRendering -> GLsizei -> Int -> Int -> TO -> TO -> [(Point3, Float, Point3)] -> RenderData -> IO () renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture lightPoints pdata = do glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboLighting . _1 . unFBO 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 -- setup stencil and blending glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP -- bind world position texture-- these will be used by the lighting shader glBindTextureUnit 0 (positiontexture ^. unTO) glBindTextureUnit 1 (normaltexture ^. unTO) -- 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 and normal flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do -- note that the stencil shadows rely on the depth buffer glDepthFunc GL_LESS glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE -- setup stencil with 0 $ glClearNamedFramebufferiv (pdata ^. fboLighting . _1 . unFBO) GL_STENCIL 0 glDisable GL_CULL_FACE -- the first bit has been used to stencil out "ceilings" under which we never draw glStencilFunc GL_NOTEQUAL 128 255 --draw wall shadows glUseProgram (_shaderUINT lwallShad) glUniform3f 0 x y z glUniform1f 1 rad --glBindVertexArray $ lwallShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO lwallShad) glBindVertexArray $ pdata ^. dummyVAO . vaoName -- Just (_vao $ _shadVAO lwallShad) glDrawArrays (_unPrimitiveMode $ _shaderPrimitive lwallShad) 0 (nWalls * 18) case shadrendertype of GeoObjShads -> do --draw silhouette shadows glEnable GL_DEPTH_CLAMP glUseProgram (_shaderUINT llinesShad) glUniform3f 0 x y z glUniform1f 1 rad --glBindVertexArray (_vaoName $ _shaderVAO llinesShad) glBindVertexArray (pdata ^. dummyVAO . vaoName) glDrawArrays GL_TRIANGLES 0 ((fromIntegral nSils * 6) `div` 4) --glDrawElements -- (_unPrimitiveMode $ _shaderPrimitive llinesShad) -- (fromIntegral nSils) -- GL_UNSIGNED_INT -- nullPtr --draw caps on the near plane as required glEnable GL_CULL_FACE glCullFace GL_FRONT glUseProgram (_shaderUINT lcapShad) glUniform3f 0 x y z glUniform4f 1 r g b rad --glBindVertexArray $ lcapShad ^. shaderVAO . vaoName --Just (_vao $ _shadVAO lcapShad) glBindVertexArray $ pdata ^. dummyVAO . vaoName glFrontFace(GL_CW) glDrawArrays GL_TRIANGLES 0 --3 (fromIntegral nCaps) glFrontFace(GL_CCW) --glDrawElements -- (_unPrimitiveMode $ _shaderPrimitive lcapShad) -- (fromIntegral nCaps) -- GL_UNSIGNED_SHORT -- nullPtr glDisable GL_DEPTH_CLAMP _ -> return () --draw lightmap itself glDepthFunc GL_ALWAYS glDisable GL_CULL_FACE glColorMask GL_TRUE GL_TRUE GL_TRUE GL_FALSE glStencilFunc GL_EQUAL 0 255 glUseProgram (ltextShad ^. shaderUINT) glUniform3f 0 x y z glUniform4f 1 r g b rad glBindVertexArray $ ltextShad ^. shaderVAO . vaoName glDrawArrays (_unPrimitiveMode (_shaderPrimitive ltextShad)) 0 (fromIntegral (4 :: Int)) --cleanup: may not be necessary, depending on what comes after... -- glDisable GL_STENCIL_TEST glStencilFunc GL_NOTEQUAL 128 255 glStencilOp GL_KEEP GL_KEEP GL_KEEP glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE -- assumes that vertices have already been sent to the shader pingPongBetween :: (FBO, TO) -> (FBO, TO) -> Shader -> IO () pingPongBetween (fb1, to1) (fb2, to2) fs = do glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb2) glBindTextureUnit 0 (_unTO to1) drawShader fs 4 glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb1) glBindTextureUnit 0 (_unTO to2) drawShader fs 4 renderLayer :: Layer -> MV.MVector (PrimState IO) (Shader, VBO) -> UMV.MVector (PrimState IO) Int -> IO () renderLayer layer shads counts = do let layerCounts = UMV.slice (ln * numLayers) numShads counts MV.imapM_ (drawShaderLay ln layerCounts) shads where ln = fromEnum layer bindFBO :: FBO -> IO () bindFBO fb = --bindFramebuffer Framebuffer $= fb glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb)