Files
loop/src/Dodge/Render.hs
T

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Haskell

{- |
Contains the central drawing functions for the dodge loop. -}
module Dodge.Render
( doDrawing
)
where
import Dodge.Data
import Dodge.Config.Data
import Dodge.Base.Window
--import Dodge.Render.HUD
--import Dodge.Render.MenuScreen
import Dodge.Render.Picture
--import Dodge.Render.PerspectiveMatrix
import Geometry
import Geometry.Data
--import Picture
import Render
import Data.Preload.Render
import Picture.Data
import Shader
import Shader.Data
import Shader.Poke
import MatrixHelper
--import Polyhedra.Data
import Polyhedra
import Foreign
--import Control.Applicative
--import Control.Monad.State
import Control.Lens
import Control.Monad
import qualified Control.Foldl as F
--import Data.Tuple.Extra
--import Data.List
--import Data.Bifunctor
--import Data.Function
--import qualified Data.IntMap.Strict as IM
--import qualified Data.Map as M
--import qualified Data.Set as S
import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
import qualified SDL
doDrawing :: RenderData -> World -> IO Word32
doDrawing pdata w = do
sTicks <- SDL.ticks
let rot = _cameraRot w
camzoom = _cameraZoom w
trans = _cameraCenter w
wins = (getWindowX w,getWindowY w)
(wallPointsCol,windowPoints) = wallsAndWindows w
lightPoints = lightsForGloom w
viewFroms = _cameraViewFrom w
pic = worldPictures w
-- bind as much data into vbos as feasible at this point
-- poke wall points and colors
-- _ <- F.foldM (pokeShader $ _wallTextureShader pdata) (map Render22x4 wallPointsCol)
--pokeArray (_vboPointer . _vaoVBO . _shaderVAO $ _wallTextureShader pdata) $ wallsToList wallPointsCol
--let nWalls = length wallPointsCol
nWalls <- pokeWalls (_vboPointer . _vaoVBO . _shaderVAO $ _wallTextureShader pdata) wallPointsCol
--poke
-- poke silhouette vertex data
-- nSils <- F.foldM (pokeShader $ _lightingLineShadowShader pdata)
-- (concatMap polyToRender (foregroundPics w))
nSils <- pokePoint3s (_vboPointer . _vaoVBO . _shaderVAO $ _lightingLineShadowShader pdata)
(_foregroundEdgeVerx w)
-- poke foreground geometry and floor
let addC (xx,yy) = (xx,yy,0)
nsurfVs <- pokePoint3s (_vboPointer . _vaoVBO . _shaderVAO $ _lightingSurfaceShader pdata)
$ (polyToTris $ map addC $ screenPolygon w)
++ concatMap polyToGeoRender' (foregroundPics w)
--nsurfVs <- F.foldM (pokeShader (_lightingSurfaceShader pdata))
-- $ Render3 (polyToTris $ map addC $ screenPolygon w)
-- : concatMap polyToGeoRender (foregroundPics w)
-- bind wall points, silhouette data, surface geometry
uncurry bindShaderBuffers $ unzip
[ ( _wallTextureShader pdata, nWalls)
, (_lightingLineShadowShader pdata, nSils)
, (_lightingSurfaceShader pdata, nsurfVs)
]
-- set the coordinate uniform ready for drawing elements using world coordinates
bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
bindFramebuffer Framebuffer $= fst (_fboBase pdata)
clearColor $= Color4 0 0 0 0
clear [ColorBuffer,DepthBuffer]
depthFunc $= Just Less
if w ^. config . wall_textured
then renderTextureWalls pdata nWalls
else renderBlankWalls pdata nWalls
_ <- renderFoldable pdata $ polysToPic $ foregroundPics w
vnums <- pokeBindFoldableLayer pdata $ pic
let shads = _pictureShaders pdata
--mapM_ (uncurry $ drawShaderLay 0) ((,) <$> shads <*> count)
renderLayer 0 shads vnums
_ <- renderShader (_textureArrayShader pdata) (_floorTiles w)
bindFramebuffer Framebuffer $= fst (_fboBloom pdata)
clear [ColorBuffer]
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
--mapM_ (uncurry $ drawShaderLay 1) (vnums IM.! 1)
renderLayer 1 shads vnums
bindFramebuffer Framebuffer $= fst (_fboColor pdata)
clear [ColorBuffer]
depthMask $= Disabled
--mapM_ (uncurry $ drawShaderLay 3) (vnums IM.! 3)
--mapM_ (uncurry $ drawShaderLay 4) (vnums IM.! 4)
--mapM_ (uncurry $ drawShaderLay 5) (vnums IM.! 5)
renderLayer 3 shads vnums
renderLayer 4 shads vnums
renderLayer 5 shads vnums
depthMask $= Enabled
bindFramebuffer Framebuffer $= fst (_fboFourth1 pdata)
viewport $= (Position 0 0, Size 300 300)
depthFunc $= Just Always
textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
blend $= Disabled
drawShader (_bloomBlurShader pdata) 4
replicateM_ 3 $ pingPongBetween (_fboFourth1 pdata) (_fboFourth2 pdata) (_bloomBlurShader pdata)
viewport $= (Position 0 0, Size (round $ fst wins) (round $ snd wins))
blend $= Enabled
bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
viewport $= (Position 0 0
,divideSize (w ^. config . shadow_resolution) $ Size (round $ fst wins) (round $ snd wins))
createLightMap pdata lightPoints nWalls nSils nsurfVs
viewport $= (Position 0 0, Size (round $ fst wins) (round $ snd wins))
colorMask $= Color4 Enabled Enabled Enabled Enabled
clearColor $= Color4 0 0 0 0
blend $= Disabled
depthMask $= Disabled
depthFunc $= Just Always
bindFramebuffer Framebuffer $= fst (_fboBase pdata)
--drawShader (_fullscreenShader pdata) 4
--textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
blend $= Enabled
blendFunc $= (Zero, OneMinusSrcAlpha)
drawShader (_fullscreenShader pdata) 4
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
textureBinding Texture2D $= Just (snd $ _fboColor pdata)
drawShader (_colorBlurShader pdata) 4
--textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
textureBinding Texture2D $= Just (snd $ _fboFourth1 pdata)
drawShader (_fullscreenShader pdata) 4
textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
drawShader (_fullscreenShader pdata) 4
depthFunc $= Just Lequal
--mapM_ (uncurry $ drawShaderLay 2) (vnums IM.! 2)
renderLayer 2 shads vnums
renderWindows pdata windowPoints
depthFunc $= Just Always
blendFunc $= (One,Zero)
-- perform any radial distortion
case _radDistortion w of
[] -> do
bindTO $ snd $ _fboBase pdata
bindFramebuffer Framebuffer $= defaultFramebufferObject
--bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
drawShader (_fullscreenShader pdata) 4
rds -> do
let bindDrawDist :: (Point2,Point2,Point2,Float) -> IO ()
bindDrawDist ((a,b),(c,d),(e,f),g) = do
--bindDrawDist distParam = do
--_ <- F.foldM (pokeShader $ _barrelShader pdata) [Render2221 distParam]
pokeArray (_vboPointer . _vaoVBO . _shaderVAO $ _barrelShader pdata)
[a,b,c,d,e,f,g]
bindShaderBuffers [_barrelShader pdata] [1]
drawShader (_barrelShader pdata) 1
fboList = take (length rds - 1) (concat (repeat [fst $ _fbo2 pdata,fst $ _fbo3 pdata]))
++ [defaultFramebufferObject]
toList = snd (_fboBase pdata) : concat (repeat [snd $ _fbo2 pdata,snd $ _fbo3 pdata])
bindings = zipWith (>>) (map bindFBO fboList) (map bindTO toList)
activeTexture $= TextureUnit 1
zipWithM_ (>>) bindings $ map bindDrawDist rds
activeTexture $= TextureUnit 0
-- draw overlay
bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
depthFunc $= Just Always
depthMask $= Disabled
blend $= Enabled
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
_ <- renderFoldable pdata $ fixedCoordPictures w
depthMask $= Enabled
eTicks <- SDL.ticks
return (eTicks - sTicks)
bindTO :: TextureObject -> IO ()
bindTO t = textureBinding Texture2D $= Just t
bindFBO :: FramebufferObject -> IO ()
bindFBO fb = bindFramebuffer Framebuffer $= fb
--------------------------------------------------------------------------------
-- note: currently assume there is only one UBO, we only bind it once at setup
bufferUBO :: [Float] -> IO ()
bufferUBO mat = withArray mat $ \ptr ->
bufferSubData UniformBuffer WriteToBuffer 0 64 ptr
renderBlankWalls
:: RenderData
-> Int -- ^ number of walls
-> IO ()
renderBlankWalls pdata nWalls = do
cullFace $= Just Back
drawShader (_wallBlankShader pdata) nWalls
cullFace $= Nothing
renderWindows
:: RenderData
-> [((Point2,Point2),Point4)] -- ^ List: wall positions and color
-> IO ()
renderWindows pdata wps = do
--n <- F.foldM (pokeShader $ _wallBlankShader pdata) (map Render22x4 wps)
n <- pokeWalls (_vboPointer . _vaoVBO . _shaderVAO $ _wallBlankShader pdata) wps
bindShaderBuffers [_wallBlankShader pdata] [n]
currentProgram $= Just (_shaderProgram $ _wallBlankShader pdata)
cullFace $= Just Back
drawShader (_wallBlankShader pdata) n
cullFace $= Nothing
renderTextureWalls
:: RenderData
-> Int -- ^ number of walls
-> IO ()
renderTextureWalls pdata nWalls = do
cullFace $= Just Back
drawShader (_wallTextureShader pdata) nWalls
cullFace $= Nothing