Files
loop/src/Render.hs
T
2023-03-16 23:31:17 +00:00

385 lines
14 KiB
Haskell

module Render (
createLightMap,
renderFoldable,
renderLayer,
pingPongBetween,
bindTO,
bindFBO,
) where
import Control.Lens
import Control.Monad
import Control.Monad.Primitive
import Data.Preload.Render
import qualified Data.Vector as V
--import Control.Monad
import qualified Data.Vector.Fusion.Stream.Monadic as VFSM
import qualified Data.Vector.Mutable as MV
import qualified Data.Vector.Unboxed.Mutable as UMV
import Dodge.Data.Config
import Dodge.WindowSize
import Foreign hiding (rotate)
import Geometry.Data
import Graphics.GL.Core45
import Picture.Data
import Shader
import Shader.Data
import Shader.ExtraPrimitive
{- | Determine where light is shining in the world.
think of the produced texture as showing what RGB values should be "taken
away" from the shape colors.
-}
createLightMap ::
Configuration ->
RenderData ->
[(Point3, Float, Point3)] -> -- Lights
-- | number of walls
Int ->
-- | number of silhoutte lines to draw
Int ->
-- | number of "caps" to attempt to draw
Int ->
-- | whether to draw object shadows or not
ObjectShadows ->
-- | the texture object giving positions
TO ->
(Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader
IO ()
createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
InstancingShads -> instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos
NoShadows -> do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
let ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
glDepthMask GL_FALSE
-- clearColor is specified differently in preloadRender
-- the colors are inverted
withArray [1,1,1,1] $ \ptr -> glClearNamedFramebufferfv
(pdata ^. fboLighting . _1 . unFBO)
GL_COLOR
0
ptr
-- for each of the lights:
-- 1. stencil out the shadows from this light's point of view
-- 2. calculate lighting based on each fragment's position
-- to consider: adding normals/a "material" for each fragment
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glEnable GL_STENCIL_TEST
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
with 0 $ \ptr -> glClearNamedFramebufferiv
(pdata ^. fboLighting . _1 . unFBO)
GL_STENCIL
0
ptr
glDisable GL_CULL_FACE
glStencilFunc GL_ALWAYS 0 255
--draw lightmap itself
glDepthFunc GL_ALWAYS
-- bind world position texture
bindTO toPos
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shadName)
glUniform3f (_shadUnis ltextShad V.! 0) x y z
glUniform4f (_shadUnis ltextShad V.! 1) r g b rad
glBindVertexArray $ ltextShad ^. shadVAO . vaoName
glDrawArrays
(marshalEPrimitiveMode (_shadPrim' ltextShad))
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
NoLighting -> do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
withArray [0,0,0,1] $ \ptr -> glClearNamedFramebufferfv
(pdata ^. fboLighting . _1 . unFBO)
GL_COLOR
0
ptr
with 1 $ \ptr -> glClearNamedFramebufferfv
(pdata ^. fboLighting . _1 . unFBO)
GL_DEPTH
0
ptr
glDisable GL_CULL_FACE
glBindTextureUnit 0 (toPos ^. unTO)
glDepthFunc GL_ALWAYS
glDepthMask GL_FALSE
_ -> do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata
lwallShad = _lightingWallShadShader pdata
ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
glDepthMask GL_FALSE
-- clearColor is specified differently in preloadRender
-- the colors are inverted
withArray [1,1,1,1] $ \ptr -> glClearNamedFramebufferfv
(pdata ^. fboLighting . _1 . unFBO)
GL_COLOR
0
ptr
-- for each of the lights:
-- 1. stencil out the shadows from this light's point of view
-- 2. calculate lighting based on each fragment's position
-- to consider: adding normals/a "material" for each fragment
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glEnable GL_STENCIL_TEST
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
with 0 $ \ptr -> glClearNamedFramebufferiv
(pdata ^. fboLighting . _1 . unFBO)
GL_STENCIL
0
ptr
glDisable GL_CULL_FACE
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
glUseProgram (_shadName lwallShad)
glUniform3f (_shadUnis lwallShad V.! 0) x y z
glUniform1f (_shadUnis lwallShad V.! 1) rad
glBindVertexArray $ lwallShad ^. shadVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
glDrawArrays
(marshalEPrimitiveMode $ _shadPrim' lwallShad)
0
(fromIntegral nWalls)
case shadsdrawtype of
GeoObjShads -> do
--draw silhouette shadows
glEnable GL_DEPTH_CLAMP
glUseProgram (_shadName llinesShad)
glUniform3f (_shadUnis llinesShad V.! 0) x y z
glUniform1f (_shadUnis llinesShad V.! 1) rad
glBindVertexArray (_vaoName $ _shadVAO llinesShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' llinesShad)
(fromIntegral nSils)
GL_UNSIGNED_SHORT
nullPtr
--draw caps on the near plane as required
glEnable GL_CULL_FACE
glCullFace GL_BACK
glCullFace GL_FRONT
glUseProgram (_shadName lcapShad)
glUniform3f (_shadUnis lcapShad V.! 0) x y z
glBindVertexArray $ lcapShad ^. shadVAO . vaoName --Just (_vao $ _shadVAO lcapShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
(fromIntegral nCaps)
GL_UNSIGNED_SHORT
nullPtr
glDisable GL_DEPTH_CLAMP
CPUObjShads -> drawCPUShadows (V3 x y z) rad
NoObjShads -> return ()
--draw lightmap itself
glDepthFunc GL_ALWAYS
-- bind world position texture
glDisable GL_CULL_FACE
bindTO toPos
glBindTextureUnit 1 (pdata ^. fboBase . _2 . _3 . unTO)
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shadName) --Just (_shadProg ltextShad)
glUniform3f (_shadUnis ltextShad V.! 0) x y z
glUniform4f (_shadUnis ltextShad V.! 1) r g b rad
--bindVertexArrayObject $= ltextShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
glBindVertexArray $ ltextShad ^. shadVAO . vaoName -- Just (_vao $ _shadVAO ltextShad)
glDrawArrays
(marshalEPrimitiveMode (_shadPrim' ltextShad))
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_STENCIL_TEST
lightsToArray :: [(Point3, Float, Point3)] -> [Float]
lightsToArray xs =
concat (take 20 $ map t xs ++ repeat [0, 0, 0, 0])
++ concat (take 20 $ map s xs ++ repeat [0, 0, 0, 0])
where
t (V3 a b c, _, _) = [a, b, c, 1]
s (_, d, V3 e f g) = [e, f, g, d]
instanceLightMap ::
Configuration ->
RenderData ->
[(Point3, Float, Point3)] -> -- Lights
-- | number of walls
Int ->
-- | number of silhoutte lines to draw
Int ->
-- | number of "caps" to attempt to draw
Int ->
-- | the texture object giving positions
TO ->
IO ()
instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
let lcapShad = _shadowCapShader pdata
(xsize, ysize) = getWindowSize cfig
withArray (lightsToArray lightPoints) $ \ptr ->
glNamedBufferSubData (pdata ^. lightsUBO) 0 620 ptr
forM_ [0 .. 19] $ \i ->
glCopyImageSubData
(pdata ^. rboBaseBloom)
GL_RENDERBUFFER
0
0
0
0
(pdata ^. fboShadow . _2 . _2 . unTO)
GL_TEXTURE_2D_ARRAY
0
0
0
i
(fromIntegral xsize)
(fromIntegral ysize)
1
glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboShadow . _1 . unFBO
glDepthMask GL_FALSE
withArray [0,0,0,0] $ \ptr -> glClearNamedFramebufferfv
(pdata ^. fboShadow . _1 . unFBO)
GL_COLOR
0
ptr
with 0 $ \ptr -> glClearNamedFramebufferiv
(pdata ^. fboShadow . _1 . unFBO)
GL_STENCIL
0
ptr
-- stencil out the shadows from each light's point of view
-- setup stencil
glEnable GL_STENCIL_TEST
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
glDepthFunc GL_LESS
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glDisable GL_BLEND
glDisable GL_CULL_FACE
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
glUseProgram $ pdata ^. shadowWallShader . shadName
glBindVertexArray $ pdata ^. shadowWallShader . shadVAO . vaoName
glDrawArrays
(marshalEPrimitiveMode $ pdata ^. shadowWallShader . shadPrim')
0
(fromIntegral nWalls)
--draw silhouette shadows
glUseProgram $ pdata ^. shadowEdgeShader . shadName
glBindVertexArray $ pdata ^. shadowEdgeShader . shadVAO . vaoName
glDrawElements
(marshalEPrimitiveMode $ pdata ^. shadowEdgeShader . shadPrim')
(fromIntegral nSils)
GL_UNSIGNED_SHORT
nullPtr
--draw caps on the near plane as required
glEnable GL_CULL_FACE
glCullFace GL_BACK
--glCullFace GL_FRONT
glUseProgram (_shadName lcapShad)
glBindVertexArray $ lcapShad ^. shadVAO . vaoName
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
(fromIntegral nCaps)
GL_UNSIGNED_SHORT
nullPtr
--draw lightmap itself
glDepthFunc GL_ALWAYS
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (pdata ^. shadowLightShader . _1 . shadName)
-- bind world position texture
bindTO toPos
-- glBindVertexArray $ pdata ^. shadowLightShader . shadVAO' . vaoName
glDrawArrays
(marshalEPrimitiveMode $ pdata ^. shadowLightShader . _1 . shadPrim')
0
1
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
--draw to the lighting framebuffer here
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
withArray [1,1,1,1] $ \ptr -> glClearNamedFramebufferfv
(pdata ^. fboLighting . _1 . unFBO)
GL_COLOR
0
ptr
glBindTexture GL_TEXTURE_2D_ARRAY (pdata ^. fboShadow . _2 . _1 . unTO)
glEnable GL_BLEND
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glUseProgram (pdata ^. shadowCombineShader . _1 . shadName)
glDrawArrays
(marshalEPrimitiveMode EPoints)
0
1
withArray [GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT] $ \ptr ->
glInvalidateNamedFramebufferData
(pdata ^. fboShadow . _1 . unFBO)
2
ptr
-- assumes that vertices have already been sent to the shader
pingPongBetween ::
(FBO, TO) ->
(FBO, TO) ->
FullShader ->
IO ()
pingPongBetween (fb1, to1) (fb2, to2) fs = do
--bindFramebuffer Framebuffer $= fb2
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb2)
--textureBinding Texture2D $= Just to1
glBindTexture GL_TEXTURE_2D (_unTO to1)
drawShader fs 4
--bindFramebuffer Framebuffer $= fb1
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb1)
--textureBinding Texture2D $= Just to2
glBindTexture GL_TEXTURE_2D (_unTO to2)
drawShader fs 4
renderFoldable ::
MV.MVector (PrimState IO) (FullShader,VBO) ->
Picture ->
IO ()
renderFoldable shadV struct = do
counts <- UMV.replicate 6 0
pokeBindFoldable shadV counts struct
MV.imapM_ (drawShaderLay 0 counts) shadV
------------------------------end renderFoldable
renderLayer ::
Layer ->
MV.MVector (PrimState IO) (FullShader,VBO) ->
UMV.MVector (PrimState IO) Int ->
IO ()
renderLayer layer shads counts = do
let layerCounts = UMV.slice (ln * numLayers) 6 counts
MV.imapM_ (drawShaderLay ln layerCounts) shads
where
ln = layerNum layer
bindTO :: TO -> IO ()
bindTO t = glBindTexture GL_TEXTURE_2D (_unTO t)
--textureBinding Texture2D $= Just t
bindFBO :: FBO -> IO ()
bindFBO fb =
--bindFramebuffer Framebuffer $= fb
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb)