Files
loop/src/Picture/Render.hs
T

180 lines
6.1 KiB
Haskell

--{-# LANGUAGE Strict #-}
{-# LANGUAGE DeriveFoldable, StandaloneDeriving #-}
module Picture.Render
( module Picture.Render
, picToLTree
)
where
import Shader
import Control.Lens
import Control.Monad
import qualified Control.Applicative as Ap
import Linear.Matrix
import Linear.V4
import qualified Control.Foldl as F
import Data.Bifunctor
import Picture.Data
import Picture.Tree
import Geometry
import Picture.Preload
import Foreign hiding (rotate)
import Codec.Picture
import Graphics.GL.Core43
import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,imageWidth,Polygon,Color,T)
import qualified Graphics.Rendering.OpenGL as GL
import Data.Foldable
import Data.List
import Data.Maybe (fromJust)
--import qualified Data.Vector.Storable as V
import qualified Data.IntMap as IM
--import qualified Data.DList as DL
--import Control.DeepSeq
import qualified SDL as SDL
pokeTwoOff :: Ptr Float -> Int -> (Float,Float) -> IO ()
{-# INLINE pokeTwoOff #-}
pokeTwoOff ptr n (x,y) = do
pokeElemOff ptr (2*n+0) x
pokeElemOff ptr (2*n+1) y
pokeThreeOff :: Ptr Float -> Int -> (Float,Float,Float) -> IO ()
{-# INLINE pokeThreeOff #-}
pokeThreeOff ptr n (x,y,z) = do
pokeElemOff ptr (3*n+0) x
pokeElemOff ptr (3*n+1) y
pokeElemOff ptr (3*n+2) z
pokeFourOff :: Ptr Float -> Int -> (Float,Float,Float,Float) -> IO ()
{-# INLINE pokeFourOff #-}
pokeFourOff ptr n (x,y,z,w) = do
pokeElemOff ptr (4*n+0) x
pokeElemOff ptr (4*n+1) y
pokeElemOff ptr (4*n+2) z
pokeElemOff ptr (4*n+3) w
renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
[(Point2,Point2,Point2,Point2)] -> [Point4] -> Picture -> IO (Word32,Word32)
renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
wallPokeStart <- SDL.ticks
-- setting the depth function to less, instead of lequal,
-- seems to stop a lot of unecessary drawing
-- of wall shadows when creating the light map
depthFunc $= Just Less
-- set common uniforms
setShaderUniforms rot zoom (tranx,trany) (winx,winy)
( (extractProgAndUnis $ _lightSourceShader pdata)
: (extractProgAndUnis $ _wallShadowShader pdata)
: (extractProgAndUnis $ _backgroundShader pdata)
: (map extractProgAndUnis $ _listShaders pdata)
)
-- draw lightmap
nWalls <- F.foldM (pokeShader (_wallShadowShader pdata)) wallPoints
bindShaderBuffers [_wallShadowShader pdata] [nWalls]
forM_ lightPoints $ \(x,y,r,lum) -> do
cullFace $= Just Front
clear [DepthBuffer]
-- currentProgram does get called twice: here and inside drawShader below
currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
$= Vector2 (x) (y)
blendFunc $= (Zero,One)
drawShader (_wallShadowShader pdata) nWalls
cullFace $= Nothing
let lightPtr = (\(_,ptr,_) -> ptr) $ head
$ _vaoBufferTargets $ _shaderVAO $ _lightSourceShader pdata
pokeFourOff lightPtr 0 (x,y,r,lum)
bindShaderBuffers [_lightSourceShader pdata] [1]
blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
drawShader (_lightSourceShader pdata) 1
startWallTicks <- SDL.ticks
wallPokeEnd <- SDL.ticks
ticksS <- SDL.ticks
ticksAfterL <- SDL.ticks
-- draw picture on top of light/shadow map
-- set drawing for on top
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
clear [DepthBuffer]
-- draw background
bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
depthFunc $= Just Less
currentProgram $= Just (_shaderProgram $ _backgroundShader pdata)
bindVertexArrayObject $= Just (_vao $ _shaderVAO $ _backgroundShader pdata)
let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata) !! 1
pokeFourOff backPtr 0 (tranx,trany,rot,zoom)
pokeTwoOff backPtr2 0 (winx,winy)
textureBinding Texture2D $= (fmap _textureObject $ _shaderTexture $ _backgroundShader pdata)
drawArrays Points (fromIntegral 0) (fromIntegral 1)
depthFunc $= Just Lequal
-- draw layer 0
ticks2 <- renderFoldable pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 0) pic
--((picToAlt 0 pic) :: [RenderType])
-- reset blend so that light map doesn't apply
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
ticks3 <- renderFoldable pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 1) pic
-- set drawing for on top
aticks <- SDL.ticks
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
ticks4 <- renderFoldable pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 2) pic
bticks <- SDL.ticks
resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)
endWallTicks <- SDL.ticks
--return (ticksAfterL, ticks2+ticks3+ticks4, endWallTicks - startWallTicks)
ticksE <- SDL.ticks
--return (ticksAfterL, ticksE - ticksS)
--return (ticksAfterL, ticks2 + ticks3 + ticks4)
return (ticksAfterL, wallPokeEnd - wallPokeStart)
bufferOffset :: Integral a => a -> Ptr b
bufferOffset = plusPtr nullPtr . fromIntegral
renderFoldable :: Foldable f => RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
-> f RenderType -> IO Word32
renderFoldable pdata rot zoom (tranx,trany) (winx,winy) tree = do
pokeStartTicks <- SDL.ticks
let slist = _listShaders pdata
-- poke data, returns list of number of vertices for each shader
is <- F.foldM (pokeShaders slist) tree
-- the idea of doing as binding of buffers at once, rather than interweaving with draw
-- calls, is to prevent opengl from waiting for a draw call to finish
-- before it performs another state change
bindShaderBuffers slist is
drawShaders slist is
pokeEndTicks <- SDL.ticks
return $ pokeEndTicks - pokeStartTicks