Files
loop/src/Picture/Render.hs
T
2021-06-23 01:35:38 +02:00

288 lines
10 KiB
Haskell

--{-# LANGUAGE DeriveFoldable, StandaloneDeriving #-}
{-
Rendering of a picture.
-}
module Picture.Render
where
import Shader
import Shader.Data
import Shader.Poke
--import MatrixHelper
import Data.Preload.Render
import Picture.Data
--import Geometry
import Geometry.Data
--import Control.Lens
import Control.Monad
import qualified Control.Foldl as F
import Foreign hiding (rotate)
import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
--import Data.Foldable
import Data.Tuple.Extra
--import qualified Data.IntMap.Strict as IM
import qualified SDL
setWallDepth
:: RenderData
-> [(Point2,Point2)] -- ^ Wall points
-> (Float,Float) -- ^ View from point
-> GLmatrix GLfloat
-> IO Word32
setWallDepth pdata wallPoints (viewFromx,viewFromy) _ = do
startTicks <- SDL.ticks
colorMask $= Color4 Disabled Disabled Disabled Disabled
nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
-- reseting this uniform appears to be necessary
uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
$= Vector2 viewFromx viewFromy
-- the following uniform, however, was probably already set by
-- createLightMap
-- uniform ( (_shaderMatrixUniform $ _lightingOccludeShader pdata))
-- $= pmat
-- cullFace $= Just Front
drawShader (_lightingOccludeShader pdata) nWalls
colorMask $= Color4 Enabled Enabled Enabled Enabled
endTicks <- SDL.ticks
return $ endTicks - startTicks
divideSize :: Int -> Size -> Size
divideSize i (Size x y) = Size (div x $ fromIntegral i) (div y $ fromIntegral i)
{- |
Determine where light is shining in the world.
Note that this currently (1/5/2021) sets the bound framebuffer to fbo2.
The lightmap itself is rendered into this buffer. -}
createLightMap
:: RenderData
-> Int -- Resolution division
-> [(Point2,Point2)] -- Wall pairs
-> [Point4] -- Lights
-> (Float,Float) -- View from position
-> GLmatrix GLfloat -- perspective matrix
-> Picture -- foreground pictures
-> IO ()
createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _ = do
-- get viewport size so we can reset it later
(vppos,vpsize) <- get viewport
-- set the viewport size to that of the render buffer
viewport $= (vppos, divideSize resDiv vpsize)
bindFramebuffer Framebuffer $= _spareFBO pdata
-- store wall and light positions into buffer
nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
-- set uniforms for shader that draws lights
currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
uniform (_shaderMatrixUniform $ _lightingWallShader pdata)
$= pmat
-- clear buffer to full alpha and furthest depth
clearColor $= Color4 0 0 0 1
clearDepth $= 1
clear [ColorBuffer,DepthBuffer]
depthFunc $= Just Less
-- draw walls from your point of view in order to set z buffer
colorMask $= Color4 Disabled Disabled Disabled Disabled
currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
$= Vector2 viewFromx viewFromy
uniform (_shaderMatrixUniform $ _lightingOccludeShader pdata) $= pmat
cullFace $= Just Back
drawShader (_lightingOccludeShader pdata) nWalls
cullFace $= Nothing
---- draw foreground elements to set z buffer
-- forM_ (_pictureShaders pdata) $ \shad -> do
-- currentProgram $= Just (_shaderProgram shad)
-- uniform (_shaderUniforms shad !! 4) $= pmat
-- _ <- renderFoldable pdata $ picToLTree (Just 0) fpics
-- for each of the lights:
-- stencil out the walls from this light's point of view
-- draw fading lightmap circles on the floor
-- draw fading lightmaps on the walls
depthMask $= Disabled
blendFunc $= (Zero, OneMinusSrcAlpha)
stencilTest $= Enabled
forM_ lightPoints $ \(x,y,r,lum) -> do
-- bind buffer for floor light circle
let lightPtr = _vboPointer $ _vaoVBO $ _shaderVAO $ _lightingFloorShader pdata
pokeFourOff lightPtr 0 (x,y,r,lum)
-- stencil out walls
colorMask $= Color4 Disabled Disabled Disabled Disabled
clear [StencilBuffer]
cullFace $= Just Back
stencilOp $= (OpKeep,OpKeep,OpIncr)
stencilFunc $= (Always, 0, 255)
currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
$= Vector2 x y
drawShader (_lightingOccludeShader pdata) nWalls
cullFace $= Just Front
stencilOp $= (OpKeep,OpKeep,OpDecr)
drawShader (_lightingOccludeShader pdata) nWalls
-- draw floor light circles
cullFace $= Nothing
colorMask $= Color4 Disabled Disabled Disabled Enabled
bindShaderBuffers [_lightingFloorShader pdata] [1]
stencilFunc $= (Equal, 0, 255)
drawShader (_lightingFloorShader pdata) 1
-- draw wall light "circles"
currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingWallShader pdata)
$= Vector2 x y
uniform (_shaderCustomUnis (_lightingWallShader pdata) !! 1)
$= Vector2 r lum
drawShader (_lightingWallShader pdata) nWallLights
cullFace $= Nothing
stencilTest $= Disabled
blend $= Disabled
-- set the viewport size to that of the window
viewport $= (vppos, vpsize)
-- disable depth testing for blurring
depthFunc $= Just Always
-- draw the lightmap on a full size fbo
bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
colorMask $= Color4 Disabled Disabled Disabled Enabled
bindShaderBuffers [_boxBlurShader pdata] [4]
textureBinding Texture2D $= Just (_fboTexture pdata)
-- by upscaling the shadowmap texture and using Linear' magnification
-- interpolation, we get a poor mans blur, not sure about performance
textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
generateMipmap' Texture2D
drawShader (_boxBlurShader pdata) 4
-- ping pong blur between '_fbo2' and '_fbo3' as many times as desired
replicateM_ 3 $ pingPongBlur pdata
-- reset drawing parameters ready for drawing on top of the light map
colorMask $= Color4 Enabled Enabled Enabled Enabled
depthMask $= Enabled
blend $= Enabled
{- |
Blur between two framebuffers.
Assumes no depth testing is done (depthFunc %= Just Always).
-}
pingPongBlur :: RenderData -> IO ()
pingPongBlur pdata = do
bindFramebuffer Framebuffer $= fst3 (_fbo3 pdata)
textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
generateMipmap' Texture2D
drawShader (_boxBlurShader pdata) 4
bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
textureBinding Texture2D $= Just (snd3 $ _fbo3 pdata)
textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
generateMipmap' Texture2D
drawShader (_boxBlurShader pdata) 4
renderBackground
:: RenderData
-> Float -- Rotation
-> Float -- Zoom
-> (Float,Float) -- Translation
-> (Float,Float) -- Window size
-> IO ()
renderBackground pdata rot camZoom (tranx,trany) (winx,winy) = do
-- depthFunc $= Just Less
-- set drawing for on top
--blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
-- draw background
--bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
bindArrayBuffers 1 $ _vaoVBO $ _shaderVAO $ _backgroundShader pdata
currentProgram $= Just (_shaderProgram $ _backgroundShader pdata)
bindVertexArrayObject $= Just (_vao $ _shaderVAO $ _backgroundShader pdata)
let backPtr = _vboPointer $ _vaoVBO $ _shaderVAO $ _backgroundShader pdata
pokeArrayOff backPtr 0 [tranx,trany,rot,camZoom,winx,winy]
textureBinding Texture2D $= _textureObject <$> _shaderTexture (_backgroundShader pdata)
drawArrays Points 0 1
setPerpMatrixUniforms
:: RenderData
-> Float -- ^ Rotation
-> Float -- ^ Zoom
-> (Float,Float) -- ^ Translation
-> (Float,Float) -- ^ Window size
-> (Float,Float) -- ^ ViewFrom
-> IO ()
setPerpMatrixUniforms pdata rot czoom trans wins vfs = mapM_ (setPerpMatUniform rot czoom trans wins vfs)
$ ( (_lightingFloorShader pdata)
: (_backgroundShader pdata)
: (_textureShader pdata)
: (_textureArrayShader pdata)
: (_pictureShaders pdata)
)
renderShader
:: Foldable f
=> FullShader
-> f RenderType
-> IO Word32
renderShader shad dat = do
sticks <- SDL.ticks
i <- F.foldM (pokeShader shad) dat
bindShaderBuffers [shad] [i]
drawShader shad i
eticks <- SDL.ticks
return $ eticks - sticks
renderFoldable
:: Foldable f
=> RenderData
-> f RenderType
-> IO Word32
renderFoldable pdata struct = do
pokeStartTicks <- SDL.ticks
let slist = _pictureShaders pdata
-- poke data, returns list buffer sizes for each shader
is <- F.foldM (traverse pokeShader slist) struct
-- the idea of binding many 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
------------------------------end renderFoldable
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