Files
loop/src/Preload/Render.hs
T

317 lines
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Haskell

--{-# LANGUAGE TemplateHaskell #-}
--{-# OPTIONS_GHC -Wno-unused-top-binds #-}
module Preload.Render (
preloadRender,
cleanUpRenderPreload,
) where
import Geometry.Data
import MatrixHelper
import GLHelp
import Control.Lens
import Control.Monad
import Data.Preload.Render
import qualified Data.Vector.Mutable as MV
import Foreign
import Framebuffer.Setup
import Shader
import Shader.AuxAddition
import Shader.Bind
import Shader.Compile
import Shader.Data
import Shader.Parameters
import Graphics.GL.Core45
numDrawableWalls :: Int
numDrawableWalls = 5000
preloadRender :: IO RenderData
preloadRender = do
-- set up uniform buffer object
theUBO <- mglCreate glCreateBuffers
glNamedBufferData theUBO 64 nullPtr GL_STREAM_DRAW
glBindBufferBase GL_UNIFORM_BUFFER 0 theUBO
isoUBO <- mglCreate glCreateBuffers
withArray (isoMatrix 0 1 (V2 0 0) (V2 2 2)) $ \ptr ->
glNamedBufferStorage isoUBO 64 ptr 0
lightsubo <- mglCreate glCreateBuffers
glNamedBufferData lightsubo 640 nullPtr GL_STREAM_DRAW
glBindBufferBase GL_UNIFORM_BUFFER 1 lightsubo
-- setup wall points VBO, VAOs and shaders
wpVBOname <- mglCreate glCreateBuffers
wpVBOptr <- mallocArray (8 * numDrawableWalls)
glNamedBufferData wpVBOname
( fromIntegral $ floatSize * numDrawableWalls * 8)
nullPtr
GL_STREAM_DRAW
let wpVBO = VBO{_vboName = wpVBOname, _vboPtr = wpVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
-- wpVAOname <- genObjectName
-- bindVertexArrayObject $= Just wpVAOname
wpVAOname <- mglCreate glCreateVertexArrays
glBindVertexArray wpVAOname
setupVertexAttribPointer wpVAOname wpVBOname 0 4 8 0
--wpColVAOname <- genObjectName
--bindVertexArrayObject $= Just wpColVAOname
wpColVAOname <- mglCreate glCreateVertexArrays
glBindVertexArray wpColVAOname
setupVertexAttribPointer wpColVAOname wpVBOname 0 4 8 0
setupVertexAttribPointer wpColVAOname wpVBOname 1 4 8 4
let wpVAO = VAO{_vaoName = wpVAOname, _vaoVBO = wpVBO, _vaoAttribSizes = [4], _vaoStride = 8}
wpColVAO = VAO{_vaoName = wpColVAOname, _vaoVBO = wpVBO, _vaoAttribSizes = [4,4], _vaoStride = 8}
-- setup window points VBO, VAOs and shaders
winVBOname <- mglCreate glCreateBuffers
winVBOptr <- mallocArray (8 * numDrawableWalls)
glNamedBufferData wpVBOname
( fromIntegral $ floatSize * numDrawableWalls * 8)
nullPtr
GL_STREAM_DRAW
let winVBO = VBO{_vboName = winVBOname, _vboPtr = winVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
--winColVAOname <- genObjectName
--bindVertexArrayObject $= Just winColVAOname
winColVAOname <- mglCreate glCreateVertexArrays
glBindVertexArray winColVAOname
setupVertexAttribPointer winColVAOname winVBOname 0 4 8 0
setupVertexAttribPointer winColVAOname winVBOname 1 4 8 4
let winColVAO = VAO
{_vaoName = winColVAOname, _vaoVBO = winVBO, _vaoAttribSizes = [4,4], _vaoStride = 8}
-- setup shape geometry/cap VBO and two VAOs
shEBOptr <- mallocArray numDrawableElements
shEBOname <- mglCreate glCreateBuffers
glNamedBufferData
shEBOname
( fromIntegral $ glushortSize * numDrawableElements)
nullPtr
GL_STREAM_DRAW
let shEBO = EBO{_eboName = shEBOname, _eboPtr = shEBOptr}
shVBOname <- mglCreate glCreateBuffers
shVBOptr <- mallocArray (7 * numDrawableElements)
glNamedBufferData shVBOname
( fromIntegral $ floatSize * numDrawableElements * 7)
nullPtr
GL_STREAM_DRAW
let shVBO = VBO{_vboName = shVBOname, _vboPtr = shVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
--shPosColVAOname <- genObjectName
--bindVertexArrayObject $= Just shPosColVAOname
shPosColVAOname <- mglCreate glCreateVertexArrays
glBindVertexArray shPosColVAOname
setupVertexAttribPointer shPosColVAOname shVBOname 0 3 7 0
setupVertexAttribPointer shPosColVAOname shVBOname 1 4 7 3
--bindBuffer ElementArrayBuffer $= Just shEBOname
glVertexArrayElementBuffer shPosColVAOname shEBOname
--shPosVAOname <- genObjectName
--bindVertexArrayObject $= Just shPosVAOname
shPosVAOname <- mglCreate glCreateVertexArrays
glBindVertexArray shPosVAOname
setupVertexAttribPointer shPosVAOname shVBOname 0 3 7 0
--bindBuffer ElementArrayBuffer $= Just shEBOname
glVertexArrayElementBuffer shPosVAOname shEBOname
let shPosColVAO = VAO
{_vaoName = shPosColVAOname, _vaoVBO = shVBO, _vaoAttribSizes = [3,4], _vaoStride = 7}
shPosVAO = VAO{_vaoName = shPosVAOname, _vaoVBO = shVBO, _vaoAttribSizes = [3], _vaoStride = 7}
--setup silhouette edge VAO
--shEdgeVAOname <- genObjectName
--bindVertexArrayObject $= Just shEdgeVAOname
shEdgeVAOname <- mglCreate glCreateVertexArrays
glBindVertexArray shEdgeVAOname
setupVertexAttribPointer shEdgeVAOname shVBOname 0 3 7 0
--setup ebo for silhouette edges
silEBOname <- mglCreate glCreateBuffers
silEBOptr <- mallocArray numDrawableElements
-- it may be important to bind this while the correct VAO is bound
glVertexArrayElementBuffer shEdgeVAOname silEBOname
--bindBuffer ElementArrayBuffer $= Just silEBOname
glNamedBufferData
silEBOname
( fromIntegral $ glushortSize * numDrawableElements)
nullPtr
GL_STREAM_DRAW
let silEBO = EBO{_eboName = silEBOname, _eboPtr = silEBOptr}
shEdgeVAO = VAO{_vaoName = shEdgeVAOname, _vaoVBO = shVBO, _vaoAttribSizes = [3], _vaoStride = 7}
-- shEdgeVAO is unecessary?
-- lighting shaders
lightingWallShadShad <-
makeShaderUsingVAO "lighting/wallShadow" [vert, geom, frag] EPoints wpVAO
>>= addUniforms ["lightPos","rad"]
lightingCapShad <-
makeShaderUsingVAO "lighting/cap" [vert, geom] ETriangles shPosVAO
>>= addUniforms ["lightPos"]
lightingLineShadowShad <-
makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
>>= addUniforms ["lightPos", "radiusUniform"]
shadowedgeshader <-
makeShaderUsingVAO "shadow/edge" [vert, geom] ELinesAdjacency shEdgeVAO
shadowcapshader <-
makeShaderUsingVAO "shadow/cap" [vert, geom] ETriangles shPosVAO
shadowwallshader <-
makeShaderUsingVAO "shadow/wallShadow" [vert, geom] EPoints wpVAO
shadowlightshader <- makeShaderSized "shadow/light" [vert, geom, frag]
[1] 1
EPoints
shadowcombineshader <- makeShaderSized "shadow/combine" [vert,geom,frag] [1] 1 EPoints
poke (shadVBOptr' shadowlightshader) 1
-- positional shader
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
-- 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
-- could possibly use an indirect draw call
pokeArray (shadVBOptr' fsShad) $ concat cornerList
let fsshadvao = fsShad ^. shadVAO'
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip fsshadvao
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip fsshadvao
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] ETriangleStrip fsshadvao
lightingTextureShad <-
makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao
>>= addUniforms ["lightPos", "lumRad"]
-- >>= addUniforms ["lightPos", "lumRad"]
-- >>= addUniforms ["lightID"]
barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
-- blank wallShader
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
-- textured wallShader
wallTextureShad <-
makeShaderUsingVAO "wall/texture" [vert, geom, frag] EPoints wpColVAO
>>= addSamplerTexture2D "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
rboBaseBloomName <- mglCreate glCreateRenderbuffers
glNamedRenderbufferStorage
rboBaseBloomName
GL_DEPTH24_STENCIL8
800
600
fboBaseName <- setupFramebuffer2GivenStencil rboBaseBloomName
fboCloudName <- setupFramebuffer2GivenStencil rboBaseBloomName
fboBloomName <- setupFramebufferGivenStencil rboBaseBloomName
fboColorName <- setupFramebufferGivenStencil rboBaseBloomName
fboPosName <- setupFramebufferGivenStencil rboBaseBloomName
fboLightingName <- setupFramebufferGivenStencil rboBaseBloomName
--fboLightingHighName <- setupFramebufferGivenStencil rboBaseBloomName
fboShadowName <- setupShadowFramebuffer
fboHalf1Name <- setupTextureFramebuffer 300 300
fboHalf2Name <- setupTextureFramebuffer 300 300
fboHalf3Name <- setupTextureFramebuffer 300 300
-- reset to default framebuffer, ready for drawing direct to screen
glBindFramebuffer GL_FRAMEBUFFER 0
-- set the clearColor to have 1 alpha
glClearColor 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
]
initializeGLState
return $
RenderData
{ _pictureShaders = shadV
, _shapeShader = bslista{_shadVAO' = shPosColVAO}
, _shapeEBO = shEBO
, _silhouetteEBO = silEBO
, _lightingCapShader = lightingCapShad
, _lightingLineShadowShader = lightingLineShadowShad
, _lightingWallShadShader = lightingWallShadShad
, _shadowEdgeShader = shadowedgeshader
, _shadowCapShader = shadowcapshader
, _shadowWallShader = shadowwallshader
, _shadowLightShader = shadowlightshader
, _shadowCombineShader = shadowcombineshader
, _positionalBlankShader = positionalBlankShad
, _wallBlankShader = wallBlankShad
, _wallTextureShader = wallTextureShad
, _windowShader = wallBlankShad{_shadVAO' = winColVAO}
, _textureArrayShader = textArrayShad
, _fullscreenShader = fsShad
, _lightingTextureShader = lightingTextureShad
, _bloomBlurShader = bloomBlurShad
, _colorBlurShader = colorBlurShad
, _barrelShader = barrelShad
, _grayscaleShader = grayscaleShad
, _fbo2 = framebuf2
, _fbo3 = framebuf3
, _fboHalf1 = fboHalf1Name
, _fboHalf2 = fboHalf2Name
, _fboHalf3 = fboHalf3Name
, _fboLighting = fboLightingName
--, _fboLightingHigh = fboLightingHighName
, _fboShadow = fboShadowName
, _fboBase = fboBaseName
, _fboCloud = fboCloudName
, _fboBloom = fboBloomName
, _fboColor = fboColorName
, _fboPos = fboPosName
, _rboBaseBloom = rboBaseBloomName
, _matUBO = theUBO
, _isoMatUBO = isoUBO
, _lightsUBO = lightsubo
}
--------------------end preloadRender
cornerList :: [[Float]]
cornerList =
[ [-1, 1, 0, 1]
, [-1, -1, 0, 0]
, [1, 1, 1, 1]
, [1, -1, 1, 0]
]
--cornerListForTriangles :: [[Float]]
--cornerListForTriangles =
-- [ [-1, 1, 0, 1]
-- , [-1, -1, 0, 0]
-- , [1, 1, 1, 1]
-- , [-1, -1, 0, 0]
-- , [1, 1, 1, 1]
-- , [1, -1, 1, 0]
-- ]
initializeGLState :: IO ()
initializeGLState = do
glEnable GL_DEPTH_TEST
cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload pd = do
-- TODO fix this
--mapM_ freeShaderPointers $ _pictureShaders pd
freeShaderPointers' $ _lightingWallShadShader pd
freeShaderPointers' $ _fullscreenShader pd