Files
loop/src/Preload/Render.hs
T

212 lines
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Haskell

{-# LANGUAGE TemplateHaskell #-}
{-# OPTIONS_GHC -Wno-unused-top-binds #-}
module Preload.Render
( preloadRender
, cleanUpRenderPreload
)
where
import Picture.Data
import Shader
import Shader.Data
import Shader.Compile
import Shader.AuxAddition
import Data.Preload.Render
import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
--import Control.Lens
import Foreign
preloadRender :: IO RenderData
preloadRender = do
-- lighting shaders
lightingFloorShad <- makeShader "lighting/floor" [vert,geom,frag] [4] Points
pokeLightingFloorStrat
wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] Points pokeWPStrat
>>= addUniforms ["lightPos"]
wlLightShad
<- makeShader "lighting/wall" [vert,geom,frag] [4] Points pokeWPStrat
>>= addUniforms ["lightPos","radLum"]
-- 2D draw shaders
bslist <- makeShader "twoD/basic" [vert,frag] [3,4] Triangles pokeTriStrat
lslist <- makeShader "twoD/basic" [vert,frag] [3,4] Lines pokeLineStrat
aslist <- makeShader "twoD/arc" [vert,geom,frag] [3,4,4] Points pokeArcStrat
eslist <- makeShader "twoD/ellipse" [vert,geom,frag] [3,4] Triangles pokeEllStrat
bezierQuadShader <- makeShader "twoD/bezierQuad" [vert,frag] [3,4,4] TriangleStrip pokeBezQStrat
cslist <- makeShader "twoD/character" [vert,geom,frag] [3,4,3] Points pokeCharStrat
>>= addTexture "data/texture/charMap.png"
-- texture shaders, no textures attached
fsShad <- makeShader "texture/simple" [vert,frag] [2,2] TriangleStrip $ const cornerList
-- note we directly poke the shader vertex data here
pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO fsShad) $ concat cornerList
boxBlurShad <- makeShader "texture/boxBlur" [vert,frag] [2,2] TriangleStrip $ const cornerList
pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO boxBlurShad) $ concat cornerList
grayscaleShad <- makeShader "texture/grayscale" [vert,frag] [2,2] TriangleStrip $ const cornerList
pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO grayscaleShad) $ concat cornerList
-- background shader
bgShad <- makeShader "background" [vert,geom,frag] [4,2] Points pokeBGStrat
>>= addTexture "data/texture/marbleSlabs.png"
-- >>= addTexture "data/texture/smudgedDirt.png"
-- blank wallShader
wlBlank <- makeShader "wall/blank" [vert,geom,frag] [4,4] Points pokeWPColStrat
-- textured wallShader
wlTexture <- makeShader "wall/texture" [vert,geom,frag] [4,4] Points pokeWPColStrat
>>= addTexture "data/texture/grayscaleDirt.png"
---- texture shader
textShad <- makeShader "texture/simpleWorld" [vert,frag] [3,2] Triangles poke32
>>= addTexture "data/texture/ayene_wooden_floor.png"
---- texture array shader
textArrayShad <- makeShader "texture/array" [vert,frag] [3,3] Triangles poke33
>>= addTextureArray "data/texture/ayene_wooden_floor.png"
-- framebuffer for lighting
(fbo,fboTO,fboRBO) <- setupFramebufferWithStencil
framebuf2 <- setupFramebufferWithStencil
framebuf3 <- setupFramebufferWithStencil
-- reset to default framebuffer, ready for drawing direct to screen
bindFramebuffer Framebuffer $= defaultFramebufferObject
return $ RenderData
{ _pictureShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
, _lightingFloorShader = lightingFloorShad
, _lightingOccludeShader = wsShad
, _lightingWallShader = wlLightShad
, _wallBlankShader = wlBlank
, _wallTextureShader = wlTexture
, _textureShader = textShad
, _textureArrayShader = textArrayShad
, _backgroundShader = bgShad
, _fullscreenShader = fsShad
, _boxBlurShader = boxBlurShad
, _grayscaleShader = grayscaleShad
, _spareFBO = fbo
, _fboTexture = fboTO
, _fboRenderbufferObject = fboRBO
, _fbo2 = framebuf2
, _fbo3 = framebuf3
}
cornerList :: [[Float]]
cornerList =
[[-1, 1,0,1]
,[ 1, 1,1,1]
,[-1,-1,0,0]
,[ 1,-1,1,0]
]
-- potential drawing setup
---- swapInterval $= ImmediateUpdates
-- GL.blend $= GL.Enabled
---- GL.depthMask $= GL.Enabled
-- GL.blendEquation $= GL.FuncAdd
-- GL.blendFunc $= (GL.SrcAlpha,GL.OneMinusSrcAlpha)
-- GL.clearColor $= GL.Color4 0 0.5 0 1
-- GL.clearDepth $= (200)
-- swapInterval $= ImmediateUpdates
-- GL.lineSmooth $= GL.Enabled
--------------------end preloadRender
setupFramebufferWithStencil :: IO (FramebufferObject, TextureObject,RenderbufferObject)
setupFramebufferWithStencil = do
fboName <- genObjectName
bindFramebuffer Framebuffer $= fboName
fboTO <- genObjectName
textureBinding Texture2D $= Just fboTO
texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 800 600) 0 (PixelData RGBA UnsignedByte nullPtr)
textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
generateMipmap' Texture2D
framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
fboRBO <- genObjectName
bindRenderbuffer Renderbuffer $= fboRBO
renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer fboRBO
fboStatus <- framebufferStatus Framebuffer
print fboStatus
return (fboName, fboTO, fboRBO)
setupFramebuffer :: IO (FramebufferObject, TextureObject)
setupFramebuffer = do
fboName <- genObjectName
bindFramebuffer Framebuffer $= fboName
fboTO <- genObjectName
textureBinding Texture2D $= Just fboTO
texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 600 600) 0 (PixelData RGBA UnsignedByte nullPtr)
textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
generateMipmap' Texture2D
framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
fboRBO <- genObjectName
bindRenderbuffer Renderbuffer $= fboRBO
renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 600 600)
framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer fboRBO
fboStatus <- framebufferStatus Framebuffer
print fboStatus
return (fboName, fboTO)
cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload pd = do
mapM_ freeShaderPointers $ _pictureShaders pd
freeShaderPointers $ _lightingFloorShader pd
freeShaderPointers $ _lightingOccludeShader pd
freeShaderPointers $ _backgroundShader pd
freeShaderPointers $ _fullscreenShader pd
{-# INLINE pokeBezQStrat #-}
pokeBezQStrat :: RenderType -> [[Float]]
pokeBezQStrat (RenderBezQ vs) = fmap (\((x,y,z),(r,g,b,a),(s,t,u,v)) -> [x,y,z,r,g,b,a,s,t,u,v]
)
vs
pokeBezQStrat _ = []
{-# INLINE pokeTriStrat #-}
pokeTriStrat,pokeCharStrat,pokeArcStrat,pokeLineStrat,pokeEllStrat :: RenderType -> [[Float]]
pokeTriStrat (RenderPoly vs) = fmap (\(p,co) -> concat [flat3 p,flat4 co]) vs
pokeTriStrat _ = []
pokeLightingFloorStrat :: RenderType -> [[Float]]
pokeLightingFloorStrat Render1111{_unRender1111=x} = [flat4 x]
pokeLightingFloorStrat _ = undefined
pokeCharStrat (RenderText vs) = fmap (\(a,b,c) -> concat [flat3 a, flat4 b, flat3 c]) vs
pokeCharStrat _ = []
pokeArcStrat (RenderArc (a,b,c)) = [concat [flat3 a, flat4 b, flat4 c]]
pokeArcStrat _ = []
pokeLineStrat (RenderLine vs) = fmap (\((x,y,z),(r,g,b,a)) -> [x,y,z,r,g,b,a]) vs
pokeLineStrat _ = []
pokeEllStrat (RenderEllipse vs) = fmap (\((x,y,z),(r,g,b,a)) -> [x,y,z,r,g,b,a]) vs
pokeEllStrat _ = []
vert, geom, frag :: ShaderType
vert = VertexShader
geom = GeometryShader
frag = FragmentShader
pokeWPStrat :: RenderType -> [[Float]]
pokeWPStrat Render22{_unRender22 = ((x,y),(z,w))} = [[x,y,z,w]]
pokeWPStrat _ = undefined
pokeWPColStrat :: RenderType -> [[Float]]
pokeWPColStrat Render22x4{_unRender22x4=(((x,y),(z,w)),(r,g,b,a))} = [[x,y,z,w,r,g,b,a]]
pokeWPColStrat _ = undefined
poke32 :: RenderType -> [[Float]]
poke32 Render3x2{_unRender3x2=((x,y,z),(a,b))} = [[x,y,z,a,b]]
poke32 _ = undefined
poke33 :: RenderType -> [[Float]]
poke33 Render3x3{_unRender3x3=((x,y,z),(a,b,c))} = [[x,y,z,a,b,c]]
poke33 _ = undefined
pokeBGStrat :: a -> [[Float]]
pokeBGStrat = const []