Files
loop/src/Preload/Render.hs
T

243 lines
10 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 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, StreamDraw)
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
, StreamDraw
)
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
, StreamDraw
)
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}
-- setup shape geometry/cap VBO and two VAOs
shEBOname <- genObjectName
shEBOptr <- mallocArray numDrawableElements
bindBuffer ElementArrayBuffer $= Just shEBOname
bufferData ElementArrayBuffer $=
( fromIntegral $ glushortSize * numDrawableElements
, nullPtr
, StreamDraw
)
let shEBO = EBO {_ebo = shEBOname, _eboPtr = shEBOptr}
shVBOname <- genObjectName
shVBOptr <- mallocArray (7 * numDrawableElements)
bindBuffer ArrayBuffer $= Just shVBOname
bufferData ArrayBuffer $=
( fromIntegral $ floatSize * numDrawableElements * 7
, nullPtr
, StreamDraw
)
let shVBO = VBO {_vbo = shVBOname, _vboPtr = shVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
shPosColVAOname <- genObjectName
bindVertexArrayObject $= Just shPosColVAOname
bindBuffer ArrayBuffer $= Just shVBOname
setupVertexAttribPointer 0 3 7 0
setupVertexAttribPointer 1 4 7 3
bindBuffer ElementArrayBuffer $= Just shEBOname
shPosVAOname <- genObjectName
bindVertexArrayObject $= Just shPosVAOname
bindBuffer ArrayBuffer $= Just shVBOname
setupVertexAttribPointer 0 3 7 0
bindBuffer ElementArrayBuffer $= Just shEBOname
let shPosColVAO = VAO { _vao = shPosColVAOname, _vaoVBO = shVBO }
shPosVAO = VAO { _vao = shPosVAOname, _vaoVBO = shVBO }
--setup silhouette edge VAO
shEdgeVAOname <- genObjectName
bindVertexArrayObject $= Just shEdgeVAOname
bindBuffer ArrayBuffer $= Just shVBOname
setupVertexAttribPointer 0 3 7 0
--setup ebo for silhouette edges
silEBOname <- genObjectName
silEBOptr <- mallocArray numDrawableElements
-- it may be important to bind this while the correct VAO is bound
bindBuffer ElementArrayBuffer $= Just silEBOname
bufferData ElementArrayBuffer $=
( fromIntegral $ glushortSize * numDrawableElements
, nullPtr
, StreamDraw
)
let silEBO = EBO {_ebo = silEBOname, _eboPtr = silEBOptr}
shEdgeVAO = VAO { _vao = shEdgeVAOname, _vaoVBO = shVBO }
-- lighting shaders
lightingWallShadShad <- makeShaderUsingVAO "lighting/wallShadow" [vert,geom,frag] EPoints wpVAO
>>= addUniforms ["lightPos"]
lightingCapShad
<- makeShaderUsingVAO "lighting/cap" [vert,geom,frag] ETriangles shPosVAO
>>= addUniforms ["lightPos"]
lightingLineShadowShad
<- makeShaderUsingVAO "lighting/lineShadow" [vert,geom,frag] ELinesAdjacency shEdgeVAO
>>= 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
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert,geom,frag] EPoints wpColVAO
-- textured wallShader
wallTextureShad <- makeShaderUsingVAO "wall/texture" [vert,geom,frag] EPoints wpColVAO
>>= 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
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 {_shadVAO = shPosColVAO }
, _shapeEBO = shEBO
, _silhouetteEBO = silEBO
, _lightingCapShader = lightingCapShad
, _lightingLineShadowShader = lightingLineShadowShad
, _lightingWallShadShader = lightingWallShadShad
, _wallBlankShader = wallBlankShad
, _wallTextureShader = wallTextureShad
, _windowShader = wallBlankShad { _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 $ _lightingWallShadShader pd
freeShaderPointers $ _fullscreenShader pd