Files
loop/src/Preload/Render.hs
T
2021-09-14 01:17:07 +01:00

199 lines
8.3 KiB
Haskell

--{-# LANGUAGE TemplateHaskell #-}
--{-# OPTIONS_GHC -Wno-unused-top-binds #-}
module Preload.Render
( preloadRender
, cleanUpRenderPreload
)
where
import Shader
import Shader.Data
import Shader.Compile
import Shader.AuxAddition
import Shader.Parameters
import Shader.Bind
import Framebuffer.Setup
import Data.Preload.Render
import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
--import Graphics.GL.Core43
--import Control.Lens
import Control.Monad
import Foreign
import qualified Data.Vector.Mutable as MV
numDrawableWalls :: Int
numDrawableWalls = 5000
preloadRender :: IO RenderData
preloadRender = do
-- set up uniform buffer object
theUBO <- genObjectName
bindBuffer UniformBuffer $= Just theUBO
bufferData UniformBuffer $= (64, nullPtr, DynamicDraw)
bindBufferBase IndexedUniformBuffer 0 $= Just theUBO
-- setup wall points VBO, VAOs and shaders
wpVBOname <- genObjectName
wpVBOptr <- mallocArray (8 * numDrawableWalls)
bindBuffer ArrayBuffer $= Just wpVBOname
bufferData ArrayBuffer $=
(fromIntegral $ floatSize * numDrawableWalls * 8
, nullPtr
, DynamicDraw
)
let wpVBO = VBO {_vbo = wpVBOname, _vboPtr = wpVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
wpVAOname <- genObjectName
bindVertexArrayObject $= Just wpVAOname
bindBuffer ArrayBuffer $= Just wpVBOname
setupVertexAttribPointer 0 4 8 0
wpColVAOname <- genObjectName
bindVertexArrayObject $= Just wpColVAOname
setupVertexAttribPointer 0 4 8 0
setupVertexAttribPointer 1 4 8 4
let wpVAO = VAO {_vao = wpVAOname, _vaoVBO = wpVBO}
wpColVAO = VAO {_vao = wpColVAOname, _vaoVBO = wpVBO}
-- setup window points VBO, VAOs and shaders
winVBOname <- genObjectName
winVBOptr <- mallocArray (8 * numDrawableWalls)
bindBuffer ArrayBuffer $= Just winVBOname
bufferData ArrayBuffer $=
(fromIntegral $ floatSize * numDrawableWalls * 8
, nullPtr
, DynamicDraw
)
let winVBO = VBO {_vbo = winVBOname, _vboPtr = winVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
winColVAOname <- genObjectName
bindVertexArrayObject $= Just winColVAOname
setupVertexAttribPointer 0 4 8 0
setupVertexAttribPointer 1 4 8 4
let winColVAO = VAO {_vao = winColVAOname, _vaoVBO = winVBO}
-- lighting shaders
wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] EPoints
>>= addUniforms ["lightPos"]
lightingCapShad
<- makeShader "lighting/cap" [vert,geom,frag] [3] ETriangles
>>= addUniforms ["lightPos"]
lightingLineShadowShad
<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency
>>= addUniforms ["lightPos"]
-- 2D draw shaders
bslist <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
bslista <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
aslist <- makeShader "dualTwoD/arc" [vert,frag] [3,4,3] ETriangles
eslist <- makeShader "dualTwoD/ellipse" [vert,geom,frag] [3,4] ETriangles
bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
cslist <- makeShader "dualTwoD/character" [vert,frag] [3,4,2] ETriangles
>>= vaddTextureNoFilter "data/texture/charMap.png"
-- this should really be a 2d texture array
basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert,frag] [4,4] ETriangles
-- fullscreen shaders
--fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
--pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
-- texture shaders, no textures attached
fsShad <- makeShaderSized "texture/simple" [vert,frag] [2,2] 4 ETriangleStrip
-- note we directly poke the shader vertex data here
pokeArray (shadVBOptr fsShad) $ concat cornerList
bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert,frag] ETriangleStrip fsShad
colorBlurShad <- makeShaderUsingShaderVAO "texture/colorBlur" [vert,frag] ETriangleStrip fsShad
grayscaleShad <- makeShaderUsingShaderVAO "texture/grayscale" [vert,frag] ETriangleStrip fsShad
fullLightingShad <- makeShaderUsingShaderVAO "lighting/texture" [vert,frag] ETriangleStrip fsShad
>>= addUniforms ["lightPos","lumRad"]
barrelShad <- makeShader "texture/barrel" [vert,geom,frag] [2,2,2,1] EPoints
-- blank wallShader
wlBlank <- makeShader "wall/blank" [vert,geom,frag] [4,4] EPoints
-- textured wallShader
wlTexture <- makeShader "wall/texture" [vert,geom,frag] [4,4] EPoints
>>= addTexture "data/texture/grayscaleDirt.png"
---- texture array shader
textArrayShad <- makeShader "texture/arrayPos" [vert,frag] [3,3] ETriangles
>>= addTextureArray "data/texture/ayene_wooden_floor_transformed.png"
-- >>= addTextureArray "data/texture/ayene_wooden_floor.png"
-- bind fixed vertex data
bindShaderBuffers [fsShad] [4,4]
framebuf2 <- setupTextureFramebuffer 800 600
framebuf3 <- setupTextureFramebuffer 800 600
--rboLightingName <- genObjectName
--bindRenderbuffer Renderbuffer $= rboLightingName
--renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
--fboLightingName <- setupFramebufferGivenStencil rboLightingName
rboBaseBloomName <- genObjectName
bindRenderbuffer Renderbuffer $= rboBaseBloomName
renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
fboBaseName <- setupFramebuffer2GivenStencil rboBaseBloomName
fboCloudName <- setupFramebuffer2GivenStencil rboBaseBloomName
fboBloomName <- setupFramebufferGivenStencil rboBaseBloomName
fboColorName <- setupFramebufferGivenStencil rboBaseBloomName
fboPosName <- setupFramebufferGivenStencil rboBaseBloomName
fboLightingName <- setupFramebufferGivenStencil rboBaseBloomName
fboLightingHighName <- setupFramebufferGivenStencil rboBaseBloomName
fboHalf1Name <- setupTextureFramebuffer 300 300
fboHalf2Name <- setupTextureFramebuffer 300 300
fboHalf3Name <- setupTextureFramebuffer 300 300
-- reset to default framebuffer, ready for drawing direct to screen
bindFramebuffer Framebuffer $= defaultFramebufferObject
-- set the clearColor to have 1 alpha
clearColor $= Color4 0 0 0 1
shadV <- MV.new 6
zipWithM_ (MV.write shadV) [0..5]
[ bslist -- note the ordering is very important
, basicTweakZShad -- ShadNum
, bezierQuadShader
, cslist
, aslist
, eslist
]
return $ RenderData
{ _pictureShaders = shadV
, _shapeShader = bslista
, _lightingCapShader = lightingCapShad
, _lightingLineShadowShader = lightingLineShadowShad
, _lightingOccludeShader = wsShad {_shadVAO = wpVAO}
, _wallBlankShader = wlBlank { _shadVAO = wpColVAO }
, _wallTextureShader = wlTexture { _shadVAO = wpColVAO }
, _windowShader = wlBlank { _shadVAO = winColVAO }
, _textureArrayShader = textArrayShad
, _fullscreenShader = fsShad
, _fullLightingShader = fullLightingShad
, _bloomBlurShader = bloomBlurShad
, _colorBlurShader = colorBlurShad
, _barrelShader = barrelShad
, _grayscaleShader = grayscaleShad
, _fbo2 = framebuf2
, _fbo3 = framebuf3
, _fboHalf1 = fboHalf1Name
, _fboHalf2 = fboHalf2Name
, _fboHalf3 = fboHalf3Name
, _fboLighting = fboLightingName
, _fboLightingHigh = fboLightingHighName
, _fboBase = fboBaseName
, _fboCloud = fboCloudName
, _fboBloom = fboBloomName
, _fboColor = fboColorName
, _fboPos = fboPosName
, _rboBaseBloom = rboBaseBloomName
, _matUBO = theUBO
}
--------------------end preloadRender
cornerList :: [[Float]]
cornerList =
[[-1, 1,0,1]
,[-1,-1,0,0]
,[ 1, 1,1,1]
,[ 1,-1,1,0]
]
cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload pd = do
-- TODO fix this
--mapM_ freeShaderPointers $ _pictureShaders pd
freeShaderPointers $ _lightingOccludeShader pd
freeShaderPointers $ _fullscreenShader pd